Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The...

83

Transcript of Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The...

Page 1: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4
Page 2: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

Harlequin Games Presents...

TheTwilight Crusade

a Legends II Module

Written by Edi E. Birsan

Revised by Sam Roads

Edited by John Davis

Contributions from James McCubbin, Alex Bridgeman, Klaus Bachler,Stuart Taft, Edward Lane

Artwork by Danny Willis

Copyright 2003 by Harlequin Games. All rights reserved.

Page 3: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Table of Contents

ContentsIntroduction � 1The Nether Lands, The Dark LandsThe Iridescent Forests, The Technomages

Races � 4Bearacks, DaksDarkland Spawn, Dwarven OutcastsElves, Grey ElvesHumans, Large HusksMaratasen, OrcsSaurians, TrollsWolfinRacial statistics

Religions � 13High PriestsIlluniPanthu The Glowing WayKorosThe Fire CultManus Noche

Places � 39The Nether LandsThe Iridescent ForestsThe Dark LandsOther Places of Interest

Technomages � 56

Technoknights � 59

Factions and Victory � 61Early AlliancesFormal Factions

Adventures � 67

Set-up Details � 74PositionsRacial DetailsApprentices (New Players Read This)

Guilds � 78

Module Locations Overview � 80

Page 4: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Introduction

1

IntroductionFrom the time that we are born to the moment that we die, our lives are marked bythe passing of days, darkness giving way to light, the sun chasing the moon. So it iseasy, then, for us to imagine that things were always thus, and will always be so.

But the world of tomorrow is not the same as the world of yesterday. In the space ofa month, what was once a bud becomes a flower only to fall into decay and unbeing.In the passing of a year a child may be born of nothing, and in a few short decadesmore return to nothing. And in the turning of the centuries an acorn may rise to anoak, only to fall back into the ground it sprung from. What is may not always be,and what was is often no longer so. And this is true of things we consider eternal,even as it is clearly seen in the fleeting, the ephemeral.

Believe me, then, when I tell you that the world was not always as it is today.

For once, all light and all darkness, all day and all night, were held separated in twospheres; a land of Always Light and the land of Ever Darkness. In the land of EverDarkness to the east nothing could grow, and nothing could live; but likewise, in theland of Always Light in the west nothing could survive, all was burned, and all wasdestroyed. Only in the place between these two spheres, a narrow ribbon of land,could life exist, and struggle, and die.

These were the Lands of Twilight.

I said that nothing could live in the darkness, and nothing could survive in the light.And, for those such as you, and those such as I, this is the truth. But even as thereare fish which live so far beneath the waves that no light can reach them, and evenas there are creatures who dance within the very flames of the sun itself, so therewas life, of sorts, in the light, and sentience, of sorts, in the darkness. And wherethere is life, and where there is sentience, so too there is struggle, and there is strife.So it was that on occasion beings were cast out of the light, banished to the Twilight,and so it was that on occasion beings escaped the darkness, fleeing into theTwilight. Once there, being no longer entirely of the light nor entirely of thedarkness, they met, fought, lived, and on occasion even loved. And from these, cameour most ancient of ancestors.

Page 5: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Introduction

2

The Nether LandsAlong the western edge of the Lands of Twilight were the Nether Lands, where theTwilight Coast gave way to seas beyond which it was believed that the lands ofAlways Light lay, though none had skill enough to fashion vessels capable of makingsuch a journey, and even if such were fashioned, only a fool would man them. And itwas here that the Twilight Peoples were to be found.

Theirs was a society of castles and fortresses, walled towns and keeps, ruled harshlyby those who understood that survival necessitated such iron regimes. Or at least,that was their excuse for the conditions they forced upon their subjects. There wasno single ruler of the Nether Lands, rather they were formed of many smallerkingdoms controlled by independent warlords, each determined to maintain theirindependence, even as each was determined to increase their lands. Many attemptsat unification of the Nether Lands had been made, but all had failed, the peoplessimply too divided to submit to a single ruler. Often such discussions broke apartdue to racial hatreds, but even on those few occasions when the various races hadbeen persuaded to put aside their ancient feuds, the political manoeuvring of theland- and power-hungry lords ensured that failure was inevitable.

The Dark LandsLess than ten in number were the Shadow Masters, the Dark Lords, the Vessels ofthe Dark Spirits. Cast out of the lands of Ever Darkness � for surely none couldimagine them born of the Twilight Lands themselves � they dwelt in the easternmountains of the Lands of Twilight, as far from the light as was possible. Fromthere, they looked to increase their hold upon the Lands of Twilight, and lengthenthe shadow of the Ever Darkness. Since few would come to serve them willingly, theyused their magics to turn the minds of men, and worse, to raise up Husks, imbuingthem with the barest semblance of life and thought, enough to do their bidding andfight their wars, but little else. Each of the Lords, it is said, was but a part of theDark Master. Through defeating the other Lords each sought to become that Master,and with the power that inferred, assume sole dominion of the Lands of Twilight.

A foul, foetid wind blew across the barren plateau, and the Dark Lord smiled, thoughperhaps smile wasn�t the correct word for the grimace which twisted his features.Dark, evil powers surrounded him and filled him, the touch of the grave inhabitingevery fibre of his being, and this power he directed at the cadavers laid out beforehim. Reaching into this power, summoning the strength of will, mind and bodynecessary for the task ahead, he raised his hands and spread his fingers. A low,mournful moan sounded, the cries of the dead being pulled back into the land of theliving. Slowly, inexorably, the cadavers rose, their blank, unblinking eyes turning tolook at their Master. With a voice like shrivelled ash and pumice, the Dark Lordcommanded them to march against the cursed Elves of North Beach. And as hewatched them leave, the Dark Lord grinned. For while these minions marched againstthe Elves, so, too, did the forces of his fellow Dark Lord. What his brother did notknow, however, was that he had another army, one meant for his brother. Becauseonly one could become the Dark Master. And that one would be him.

Page 6: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Introduction

3

The Iridescent ForestsIt is said that even evil cannot control chaos, and that the darkest of spells will onlybring about rebellion of the very nature that they seek to control. So it was in theLands of Twilight. One of the Dark Lords had tried to improve their husks, seekingto merge their forms with the spirits of animals in order to fashion Changelings, andso imbue them with greater cunning and instinct that they might fight the better.But his new creations escaped, fled the Winternight of the east into wilds of theIridescent Forest in the centre of the Lands of Twilight. There they grew, and therethey multiplied, driven by hatred of the Dark Lords, and hunger for the flesh of thepeoples of the Nether Lands, whom they distrusted, believing that they were tooclosely related to the Dark Lords. And there they waited, the Packs of Wolfin, thePrides of the Maratasen, and the Clans of the Bearack, for the arrival of someone, orsomething, to unite them.

The TechnomagesSo it was in the Lands of Twilight. But there was another caste of people whom Ihave not yet told you of, though even to this day their name is known in legend andmyth. Their time in the Lands of Twilight was but a short one, yet in that time somany wonders did they perform that surely, if anything is eternal in this shiftingexistence, it is their name. They are, of course, the Iron Cloud Lords; TheTechnomages. Some said they came from the light to walk in the Lands of Twilight,for they were capable of great kindness; others that they must be darkness givenform, for the destruction they could wreak was dreadful indeed. But in truth, I thinkthat they came from elsewhere entirely, for, when they had seen all they desired tosee of the Lands of Twilight, when they had tired of making our lands theirplayground and their battlefield, it was to elsewhere they returned.

Some curse their name, others long for their return; and perhaps both are right todo so, as their final deed deserves both our gratitude and our anger in equalmeasure. For, with their final parting, it was they who caused the land of AlwaysLight and the land of Ever Darkness to merge, their spheres colliding, melting intoone another. And in so doing, the Lands of Twilight ceased to exist, and the newworld, our world, as we now know and understand it, came to be.

This, then, is the story of the Twilight Struggle of the peoples of the Lands ofTwilight, in the final years before the collision of the spheres. It is a story of battleswon and lost, of tragedies and victories, of alliances made from necessity and brokenfor convenience. It is the story of all these things; it is the making of Legends.

Page 7: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

4

RacesBearacksRace IDs 213, 233, 253

Of all the nomadic lycanthropic races of the Iridescent Forests, the Clans of theBearack Roamans, whose ursine origins are as obvious from their nature as theirname, have the most in common with the Twilight Peoples. Their lack of manualdexterity, paired with a less-than-subtle approach to warfare when aroused to anger,results in their near exclusive use of maces, clubs and picks for weapons. Perhapsstrangely, considering their clumsiness, they also share an affinity for gadgets andmaking things with the Dwarves, their near infinite patience allowing them toovercome natural disadvantage. On the whole, Bearacks display a lack of naturalmagical talent. But that said, many enchanters are numbered among their kind,again, patience, perseverance and a desire to understand the nature of thingsovercoming any natural shortfalls.

Nomadic in nature, in the winter months they are forced to curtail their roaming tosome extent, their favoured hunting grounds of the wooded hills becoming too frozento make such excursions worth the while. And whilst not given to hibernation, it iscertainly true that during these months physical activity is put aside in favour ofmental pursuits.

Shared interests overcoming racial hatreds, the Bearacks frequently trade withOutcast Dwarves, even interacting socially on occasion, to the extent that it is notunheard of for the two races to work together. And certainly, hostility is not thenorm as it is in most chance encounters between the Twilight Peoples and theClans, Prides and Packs. The Clans of the Bearacks are also the only one of theIridescent Forest Changelings to swear off the eating of sentient beings, though theyhave no hesitation in going to war when they feel threatened, or when their sense ofhonour has been challenged.

�Too bad the Bearacks don�t hibernate like their cousins. We could use a break everywinter.�Captain Sergei Marasdomo

Page 8: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

5

Cave OgresRace ID 231

There are some who say that Cave Ogres were born of the earth itself. Certainly it ishard to imagine any mother acknowledging them, or indeed a cave ogre having amother in the first place. Whatever the truth of their origins, however, many anunwary traveller to cross their path has had cause to wish that they had never beenborn. Large, ugly, and prone to charging into battle for the slightest of reasons, theydo not play well with others, harbouring a hatred for life in general, and humans,orcs, elves and dwarves in particular. Their sole redeeming feature for the otherraces of the Lands of Twilight is their dislike of both grasslands and forests,preferring to remain in hills and mountains or underground. A fact for which theforest-dwellers of the Pack, the Pride the Clan, and the Twilight Peoples of theNether Lands, give daily thanks.

DaksRace IDs 205, 225, 245

Very few of these flying peoples still remain in the lands of the Lands of Twilight. Inthe Dark Lands they were hunted almost to extinction, both for sport, and alsobecause their flight gave them a freedom the Dark Lords wished for none butthemselves. Along the Twilight Coast, they were blamed for diseases traced �perhaps erroneously � to the fleas and ticks that live on their wings, so again theywere attacked, and those few that were allowed to live in the west forced to endurethe pain and indignity of having their wings clipped. And in the Iridescent Foreststhey were associated with the vampire bats that would fly from the Darklands tohunt in the forests, and so again they were hunted. All this, coupled with a low birthrate and no safe sanctuary in which to conduct their complex breeding rituals andendure their long pregnancies, has placed them on an unrelenting downward spiraltowards extinction. A twice doomed race, once in the fact, and once again in theirself-awareness of this plight.

Darkland SpawnRace ID 240

Originally bred as replacements for the Changelings of the Pack, the Pride and theClan, who fled the Dark Lords to claim the Iridescent Forests as their own, theSpawn were sent out to hunt down the Werefolk, and gifted with the ability to spitacid in order to do so. However, they quickly encountered difficulties in the denseforests, where lack of sight severely hampered their use of acid attacks. On the otherhand, out on the open grasslands of the Netherlands and the Twilight Coast theyproved formidable, numbering amongst the most effective of the Darkland troops.Fearful of a repetition of the Changelings� revolt, the Dark Lords deliberately bredthem so as to recover mana slowly. And so far, this ploy has been successful.

Page 9: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

6

Dwarven OutcastsRace ID 204

Having been forced to flee the hills and mountains of the Lightlands, many of theDwarven Outcasts have rejected their traditional homelands for the wide open plainsof the southern part of the Twilight Coast. Still masters of craft and enchantment,however, only the Bearack come even close to emulating the skill of the DwarvenRunemasters. That there is a certain degree of affinity and even trust between thesetwo races has given some people hope that an eventual alliance between theWerefolk and the Twilight Peoples might be achieved, though such a goal is a fainthope at best.

ElvesRace IDs 203, 223, 243

Aloof, elitist, and bound by a rigid class structure, the Elves are without doubt themost proficient wielders of magic on the Twilight Coast. A few have left the coastalvillages most Elves call home to roam the woods to the east, travelling in smallnomadic camps, whilst some others, having wandered too far afield, have beencorrupted by the Darklands, and now lead the forces of chaos. Most, however,choose not to roam abroad, and all share with Humans a dislike for roads, seeingthem as a challenge to their arcane arts and charms of movement, as well asallowing the mundane and lower classes to move quickly, and so above their properstation in life.

The Elves have an odd relationship with the sea, for the salt makes it impossible forthem to stay long on its waves, yet the oceans hold a fascination for them every bitas strong as their love of the woods of the northern Twilight Coast.

Page 10: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

7

Grey ElvesRace IDs 216, 236, 256

Having broken away from the lower rungs of the traditional Elven society in theTwilight Lands where their birth and hereditary had placed them, the Grey Elvesnevertheless still share the Elven love of the political, though this is contrasted witha more combative approach to life, born of necessity having removed themselvesforcibly from the protection of Elven society. And, perhaps born of the Elven delightin story-telling, they are also amongst the best rumourmongers and plotters on theCoast.

They are known to be fickle in their loyalties, frequently shifting alliances so as to beon the winning side regardless of the nature of their allies, a fact that has earnedthem a reputation not much better than the City Orcs, whom coincidentally theyrecently betrayed, taking over several Orc strongholds in the process.

Timmoran of the Grey Elves laughed loudly at the City Orc�s joke, joining in theraucous merriment of the tavern even though the sound grated against his sensibilitiesand his soul. There was some little humour in the joke, to be sure, but nothingapproaching what he clearly thought was his due. Patience, Tam, patience, the GreyElf counselled himself. Keep your mind on the goal. Focus on the end of the tunnel.Once you�ve finished, then you can pay back the Orc, but not before. For rumour had itthat the Orcs would be mobilising their forces soon, and that those forces would bebrought to bear against the Dwarves of Thesorockli. And if that was the case, then itmight be time to abandon the Dwarves� cause and consider aligning with the Orcs.This, of course, might cause some problems regarding with their plans concerning theHalf Breeds, but then, plans were made to be changed. Besides, this was not hisconcern. All he had to do was confirm the movement of the Orcs� forces and preparehis report for the Council. And even if plans were made to aid the Orcs, there woulddoubtless be counter-strategies at the ready to deal with the Orcs at a later date. Afterall, simply because a side looked as if it was going to win, that didn�t mean you hadto like them. You just had to survive long enough to hatch a new scheme to bring thevictors down. Timmoran laughed again, ostensibly at another of the Orc�s inane jokes,though in truth at his own thoughts. Soon, oh, please, let it be soon.

Half BreedsRace IDs 210, 230, 250

Half elven, half human; all man. Well, save for the women.

HalflingsRace IDs 215, 255

Half size except for their stomachs. Which is probably just as well or they wouldn�tlook like halfings any more.

Page 11: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

8

HumansRace IDs 201,221,241

Humanity has the highest growth rate in the Lands of Twilight, and, together withthe Saurians, are the only race able to swim in the open seas. This combination oflarge numbers and naval aptitude has allowed them to dominate the seas soeffectively that not only do they control all the coastal routes, but they also have thepower to oppose all attempts at road construction from the north to the south,which might challenge their monopoly on coastal trade by providing an alternativemeans of transport.

Those humans outcast from society frequently possess strong religious leanings,alternatively cited as both the reason for and the result of their being outcast,depending on who is asked, and which has seen them rise to positions of power inall the religions save for the Glowing Way. Humanity also possesses an undeniablefascination with the darker aspects of life, furnishing the Darklands with some oftheir most powerful Lords, and forming the mainstay of their military staffthroughout the Dark Lords� diverse armies.

Large HusksRace ID 229

Bred by the necromancers and summoners of the Dark Lords in vast vats in theirguild halls, these practically mindless creatures are used as foot soldiers, thrown invast hordes against the enemy to wear them down. The enemy, that is, as no onehas yet to devise a way of wearing a Large Husk down save with a large bluntinstrument. There are almost no individuals of note of this race, for individualityitself is constantly and consistently bred out of them, so that there is much truth tobe found in the Orc insult �as useful as a helmet in a Husk Regiment�.

�Thank the gods they don�t have brains. If they did, we�d be finished for sure.�Captain Sergei Marasdomo

MaratasenRace IDs 206, 226, 246

Mostly nomadic, these lion-folk Prides of the Iridescent Forest are the mostnumerous of the changeling races. Theirs is a matriarchal society, femalescontrolling both the religious and social structures, and those males who areallowed positions of authority find they are for the most but figureheads, with littlereal power. Which might at first appear strange, given that males of the species areunquestionably stronger than the females, feared on the battlefield and rarely bestedin any contest of might. However, when it is also noted that the males are easilydistracted, quickly bored, and careless in attention to detail, it is really hardlysurprising that the females have come to be counted as amongst the bestmanipulators of others, the most patient of long-term strategists, and the mostpolitically and fiscally astute, of the lycanthrope peoples.

Page 12: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

9

OrcsRace IDs 202, 222, 242

Always given a bad name � most deservedly so, it must be said � they are lookeddown upon by all other races, seen at best as a nuisance, and at worst as aninfestation to be destroyed. Believe it or not, however, whilst their more numerousDarkland brethrens� preferred sources of entertainment are destruction andmayhem, the City Orcs have actually developed a highly-honed sense of humour,seeking perhaps to survive through providing amusement rather than slave labourfor their masters. Most, though, believe it not.

SauriansRace IDs 207, 227, 247

The other sea-faring race aside from humans, they have villages scatteredthroughout the Lands of Twilight. Their low numbers are attributed to a high infantmortality rate, together with a social structure that places rivalry over co-operationand provides no support for the weaker of their kind.

They are given to sky gazing, as if somehow expecting to see something there otherthan the monochromatic black and grey tones that paint the heavens. Althoughhighly intelligent, and knowledgeable in the abstract fields of thought, they are notmagically inclined, and are very contemptuous of religion in all its forms. They usea base twelve system of counting, and are famed for the invention of a simplecalculation machine with beads on two sets of sticks, called the Ur'Rah. Theirsystems of calculation form the basis for many tales of misunderstanding betweenHuman and Saurian merchants, and whilst many are surely apocryphal, it hascertainly been the reason for many an argument and feud. Disagreements which arehardly helped by the Saurian�s language, which is almost unintelligible to mostsober and sentient beings.

�Nearly lost my ship, not to mention my hide, when a stock-check of my cargo came upshort by the Saurians� reckoning. Damned Ur�Rah. Now I makes sure I�ve got aSaurian member in my crew every time I leave port.�Captain Ushnuk Farenbollow

Page 13: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

10

TrollsRace ID 228

Large, dense, stubborn, constantly angry, and with a strange weakness for stringmusic. Sensitive to heat and strong light, the Trolls are the undisputed warriors ofthe Darklands where they prefer to reside. And indeed, where the people of the restof the Lands of Twilight prefer them to reside. They are formed of nine main tribes,associated with various mountains in the far east, and harbour as great anintolerance for each other as anyone else, save for the Dark Lords, whom they obeyand fear in equal and absolute measure.

Their hearing is especially keen, and most have what humans would call perfectpitch in music, though quite why nature has gifted them with such an abilityremains a mystery. On the other hand, their sense of smell is almost non-existent,which is probably a blessing, given that the stench of a troll force is such that theyrarely surprise their enemies.

WolfinRace IDs 218, 238, 258

The Wolfin Packs were the last of the lycanthropic peoples to escape from the DarkLords and flee the Darklands for the freedom of the forests. They are also the mosthostile, and downright vicious in their dealings with Darkland forces of the east andTwilight Peoples of the Nether Lands alike. It is their tradition to feast upon fallenenemies both dead and yet living, the people of the Netherlands in particular holdinga great attraction for them, appealing to both temperament and palate. As indeedwas the intention of the Dark Lords when they created them, a trait that the Wolfinseem unable, and indeed unwilling, to break.

Their high breeding rate and large numbers are necessary to sustain a culture thatplaces tremendous emphasis on conflict, and an economy based in large part on theraiding of their neighbours, even fellow Wolfin. Untrustworthy and lacking anysense of self-restraint, theirs is a society of excess, leading to the making ofirrational demands in their rare dealings with others.

A single howl rose up from the clearing, a challenge, a call to arms, a statement ofidentity, and the answering chorus of changeling voices sent a thrill down the spine ofGr�vorik. The same always happened when the Pack had called a war council, and adecision was made. There might be debate as to the wisdom of a proposed course ofaction, but once it was accepted, the entire Pack embraced that decision as if it wastheir own, and that acceptance was acknowledged by Pack when they raised theirvoices as one. So it was now. Gr�vorik had brought news that a new colony of NetherLands peoples had settled close to the Forest. He argued that this was an insult to thePack, and that this new threat should be dealt with by a war party. In truth, therewas very little argument, and the plan to move the Pack against them was acceptedwithout much discussion. So now the Hunt was on, the Pack united against a commonenemy. There would be blood spilt and there would be death on both sides. But alsothere would be feeding. And, imagining he could almost taste the humans� fleshalready in anticipation, Gr�vorik threw back his head and lent his voice to thecommunal howl, losing himself in the joy and thrill of the Hunt.

Page 14: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

11

Racial StatisticsRace ID Grwth

%St Dx Cn Bt Mv CF DF AF Sz MAR

/SAR

Manarec.M/H

Human Outcast 201 7.0 10 10 10 10 28 10 1 0 M 1/1 1/5

City Orc 202 4.5 12 8 8 4 24 8 2 0 S 1/1 0/0

Elf Outcast 203 4.0 8 16 8 20 30 13 1 0 M 2/1 6/-2

Dwarf Outcast 204 4.0 12 8 16 8 24 12 3 10 S 2/2 -1/0

City Dak 205 2.5 6 14 8 9 22F 6 1 0 S 1/1 1/-1

City Maratasen 206 2.5 15 8 10 10 28 15 2 10 M 1/-1 0/0

City Saurian 207 2.5 18 8 6 5 24 20 1 15 M -1/1 -1/-1

Half Breed 210 3.0 11 9 9 12 28 12 2 0 M 1/1 1/1

City Bearack 213 2.5 22 5 10 4 32 28 2 25 L 1/-1 -2/-2

Halfling 215 2.5 6 16 12 10 24 5 1 0 M 2/2 1/1

Grey Elf 216 4.0 9 12 6 12 28 14 2 5 M 3/2 3/0

City Wolfin 218 2.5 12 8 9 9 32 15 2 5 M 1/-1 1/-1

Iron Golem 219 NA 25 6 50 1 16 35 12 175 L 6/6 -5/-5

Darkland Human 221 4.0 12 8 8 6 30 12 1 10 M 0/1 2/4

Darkland Orc 222 4.0 12 7 10 4 26 12 1 10 S -1/0 0/0

Darkland Elf 223 3.0 9 15 9 10 30 15 1 15 M 0/1 4/-3

Darkland Dwarf 224 3.0 14 7 14 1 26 15 3 20 S -1/2 -1/-1

Darkland Dak 225 3.0 8 12 8 5 22F 8 1 0 S -1/1 -1/-1

Darkland Maratasen 226 3.0 16 8 8 8 30 16 2 15 M -1/1 -1/-1

Darkland Saurian 227 1.5 20 8 14 4 26 22 3 25 M -1/-1 -2/-2

Troll 228 3.0 22 6 22 5 28 32 4 25 L -2/2 -2/-1

Large Husk 229 0.0 27 6 6 1 32 38 1 0 L 1/1 -3/-3

Darkland Half Breed 230 3.0 12 10 10 6 28 15 1 0 M 1/1 1/1

Cave Ogre 231 1.0 32 6 27 2 20 38 4 20 M -1/+2 -2/-2

Darkland Bearack 233 3.0 22 5 8 2 34 30 3 25 L 3/1 0/-2

Darkland Wolfin 238 3.5 15 10 12 4 32 18 2 25 M 2/-1 -1/-1

Darkland Spawn 240 3.5 14 7 14 1 32 15 4 25 M 2/-2 2/-2

Human Nomad 241 5.0 10 12 8 8 30 12 2 0 M 1/1 3/3

Orc Marauder 242 3.5 14 8 14 4 28 10 1 0 S 1/1 0/0

Wandering Elf 243 1.5 10 17 10 15 35 16 2 0 M 2/2 5/-1

Lost Dwarf 244 1.5 14 9 17 6 26 16 4 20 S 2/2 0/0

Free Dak 245 2.5 8 15 8 8 32F 10 1 0 S 1/1 0/0

Free Maratasen 246 4.0 17 10 10 8 32 18 2 10 M 1/-1 0/0

Half Breed Nomad 250 1.5 12 15 10 12 32 15 1 0 M 1/1 3/0

Bearack Roaman 253 3.0 22 5 9 4 36 30 2 15 L 3/1 -1/-2

Halfling Nomad 255 1.5 7 18 8 5 26 6 1 0 M 2/2 1/1

Wolfin 258 4.0 14 9 14 6 32 16 2 15 M 0/-1 1/0

Technomage 666 NA 6 6 6 6 18 6 6 6 VL 6/6 6/0

Page 15: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Races

12

Other Racial Features of Note! All Darkland have +25 in Winternight! All Twilight Folk race 201 to 220 have -25 in Winternight! Orcs 202 only have morale 90! Dwarves 204 and 224 have minus 25 when mounted! All Daks can fly and Daks 205 only have morale 90! Maratasen 206 and 226 have morale 105, and +10 charge! Maratasen 246 have morale 110, +10 to charge, and +15 mounted! All Saurians have Special attack of 6,! Saurians 227 have charge of +25! Bearacks 213, 233, and 253 have +25 charge, and -25 mounted! All Wolfin have +15 charge! Darkland Humans 221 have +10 charge, but only morale 95! Cave Ogres have + 25 charge, -40 mounted! Technomages and Iron Golems are very heavy

Page 16: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

13

ReligionsThere are six religions currently known of and openly followed in the Lands ofTwilight, though it is possible that there are more gods lurking the forests andmountains, waiting to be discovered and to be worshipped.

For each religion detailed below, the following information is given:

! A rough alignment, which also determines the alignment of the worshipper! A favoured race, which receives improved holy mana recovery! Information about Blood Enemy and Riting

High PriestsThere are two discrete parts to the process of becoming the religious leader of afaith. The first is the nomination, which is the same for every religion, prioritisingMain characters and eliminating less significant characters. If a character survivesthe elimination process of nomination, they then must pass whichever method isused by the religion to elect their leader, be it random choice, clash, statisticcomparisons, or some other means.

NominationOn the second production, and every twelve productions following, Priests with aBase level 11 or higher can be nominated for leadership of their religion. Priority isgiven to Main characters first. If no Mains are nominated, then all Secondarycharacters (201 to 1000) whose Main is of the appropriate religion are considered. Ifthere is still no nominee then other Secondaries are considered (called outsideSecondaries), and failing that, Tertiary characters (range 1001 to 5000). Forexample, if a Main is nominated, all characters ID 201+ are immediately ruled out.This is true for every religion. Nomination is performed using internal mail. Make aproclamation to everyone before the relevant production, signing it with yournominee's name and ID number.

Elections and Clashes.On the third production, and every twelfth production following, votes are tallied orclashes occur, depending on the religion. All voting is performed using internal mail:make a proclamation to everyone, explaining your vote and signing it with yourvoter's name and ID number.

DutiesHigh Priest duties (benefits made use of) must be announced publicly using internalmail.

Notes on Special ActionsSpecial actions are performed by sending an email to the referee, detailing thespecial action. All module special actions must also be announced publicly usinginternal mail.

Page 17: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

14

IlluniReligion 1GoodInitial favoured race: Halflings (215)May declare Blood EnemiesBelievers may not be Rited as Undead or cast the Undead Rite spellsBase holy mana recovery: 6, +2 for favoured race

With a back-handed swing, Stossi brought his mace down on the head of the nearestof the undead filth which stood before him. Behind, more clamoured for his blood,seeking to drag him to his grave. That was something he would not allow. His was agood life, a life spent in service to his people and to his god, and he would not fall insuch a place as this. For Illuni was the Bringer of Light to those places where the Lightno longer dwelt. It was in His name that Stossi raised the banner to fight the fightagainst the cursed Undead. The creatures of the night were an abomination againstall that Stossi believed in � life, the Light, and, most of all, Illuni.

The priest ducked under the talons of one abomination and swung his mace into theface of another. There was a sickening crunch and the beast fell, its broken jawtwitching spasmodically. There was a ring of fallen undead surrounding him,testimony to his faith and his strength of arms. But he could see it would not beenough. No, victory here would require more � it would require the strength of IlluniHimself. So, shouting to his followers, those few who yet stood with him, to keep thecreatures away for him, Stossi began his prayer, calling up the magic of his god todrive the life from these dried husks. That their souls could find their way to the NewExistence, and so face the judgement they had sought to avoid.

Illuni is the overwhelmingly dominant good religion of the Lands of Twilight. In fact,it is the only good religion of the Lands of Twilight. Much emphasis is placed onrituals and ceremony, but this is not, however, so dull as it may seem, since mostrituals and all festivals of the Illuni involve much feasting.

Illuni followers believe life is sacred, and that all unlife is an abomination. Illuni haspromised his faithful followers a blessed existence after this mortal life in whichthere will be no pain, suffering, or misery of any kind. Life will still have meaning inthis New Existence, but that meaning will be determined by how well one lives in thefirst life, rather than random chance of birth and opportunity. Illuni professes tohave no favouritism when it comes to race, for it is the works and accomplishmentsof His followers which impress Him. For this reason He chooses to bless as favouredthe race of His current high priest, not because He likes the race in particular, butbecause a representative of that race has shown great achievement.

Illuni harbours great hatred for the undead. They are beings who, through clingingto the mortal realm, seek to escape judgement in the New Existence. He has,therefore, charged his followers to destroy all forms of undead, so that their soulsmay travel to the New Existences and receive their due punishment. For He is aharsh god, and whilst He may reward His faithful followers, He also punishes thosewho disobey.

Page 18: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

15

However, Illuni also believes life is a celebration, not merely a trial to be enduredbefore reaching the New Existence, and so it should be cherished and enjoyed. Illunidoes not lower Himself to consider the politics of mortals; He is concerned with whata person does, not what they profess to believe. And so if life is to be celebrated,then the greatest celebrator must be His high priest.

Spells1st level30 Veil of Courage60 Detect Invisibility91 Gather Food294 Convert Character295 Heal Character286 Knowledge Religion

2nd level2 Shell of Protection Location4 Shell of Protection Guild32 Whisper of Bravery41 Mind Clear151 Scry Force81 Abolish Undead257 Create Holy Symbol258 Bless soldier140 Detect Skill

3rd level44 Cure Insanity80 Dispel Minor Undead82 Remove Undead Status259 Summon Minor Divinity271 Create Sanctuary religion 1283 Bestow Divine Blessing290 Cure Black Death288 Cure Pox133 Dispel Winternight209 Rune Power

4th level415 Loyalty Pledge78 Rite of Conflict296 Resurrect Character

5th level63 Shade of Knowledge

Page 19: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

16

Holy SymbolThe specifics vary between games, but the following are typical benefits:+2 Levels Priest, +1 MAR, + 2 SAR + 2 Mana Recovery,Spells at Strength 5: 80 Dispel Minor Undead, 214 Bless, 258 Bless Soldier.

High PriestTitle 2801 The IlluminatedThe candidate with the highest Base Priest level. In the event of a tie, the priest withthe greatest amount of food in his personal possession gains the title, and upon sodoing donates all his food to the celebratory feast. In the rare occasion of twopriests having the same base Priest levels and the same amounts of food, both ofthese candidates are removed from consideration, and the priest with the next-highest Base Priest level is selected. Harsh but fair.

Special Actions4101 IllunimationBe the IlluminatedGain � remove a spell from the religion�s miracle list. Add a spell to what ?????(1 to28, or 401 to 407).Once per term.

4102 IllignmentBe the IlluminatedGain � change the favoured Race of the religion to the High Priest's Race.

4103 Illicit GrowthBe the Illuminated, target a Location which is a Sanctuary of the Religion and aRace which has a Popseg in this Location.Gain � 1% Growth rate to the Race.Lose � 100,000 food from the Location.Once per term.

Page 20: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

17

Adventures110 Positional BlessingBe an Illuni Priest level 10 and Admin level 10, have 32,000 food, 39 silver and 39Healing II potions.Gain � Remove Pox, Plague from the entire Position. All Locations and NomadCamps in the Position gain 20 SEI.Lose � 32,000 food, 39 silver and 39 Healing II potions.May be done 10 times.

111 Purge KorosBe the Illuminated, in a Guild of Koros.Gain � The Location in which the Guild is situated loses 200 SEI, and the Guildloses 15 Strength.May be done 3 times.

112 Feast of LifeBe any variety of dead Illuni, in a Church of Illuni level 30+. Do not have an UndeadStatus. Possess 1000 food and an item in the range 801-900.Gain � life.Lose � 1000 food and the item, small loss to some stats.

113 Cleanse UndeadBe the High Priest in a church of Illuni. Have a character ID 1-200, with an UndeadStatus, as a Prisoner.Gain � Mark of Good, 5 Prestige, 5 Priest, an Illuni ring and various other rewards.The Prisoner is consumed.

114 GoodnessBe Illuni in a church of Illuni. Have as a Prisoner any character ID 1-1000 with anUndead Status.Gain � Mark of Good. The Prisoner is consumed.

115 Return to IlluniBe in a Church of Illuni, have 10 Prestige.Gain � Convert to Illuni religion. Lose 10 Prestige.This adventure will work even for Priests.

116 Remove Undead StatusBe in a Church of Illuni with any Undead Status, an item in the range of 700 to 800and 100 food.Gain � the Undead Status is removed.Lose � 100 food and the item.This adventure will work for worshippers of any religion.

117 Make the Ring of AbolitionismBe an Illuni Enchanter level 30 in a church of Illuni level 30. Have 100 mithril.Gain � a Ring of Abolitionism. This allows the High Priest to cast Dispel Undead with33 free Holy Mana.Lose � 100 mithril.

118 Remove Any StatusBe Illuni in a Church of Illuni with an item in the range of 900 - 1000 and 100 food.Gain � Status is removed.Lose - the item, 100 food.

Page 21: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

18

PanthuReligion 2NeutralInitial favoured race: Human Outcasts (201)May declare Blood EnemiesBelievers may be Rited as Undead but cannot cast the Undead Rite spellsBase holy mana recovery 4, +4 to favoured race,

�And lo, Blixor, great god of the light, did make his wooing of Luna, great goddess ofthe dark, in public fashion. And many major gods, such as Neroon of the sea andQuegli of the mountains, and many minor Gods, such as Lugjis of the swarms andBibblstorp of the babbling brooks, took offence, for this display was in flagrantdisregard of The Hierarchy. Yet still others, such as Wyxarm of the skies, and Dupreof the forests, loudly proclaimed their support for Blixor and Luna, admiring theirwillingness to stand up to public scrutiny for the sake of their happiness. Of course,Wyxarm and Dupre made these proclamations so as to turn attention from their owntorrid affair, but they were not alone in their dalliances. For Mysdral of the hearth andStatarck of storms, as well as Jusmint of the ales and Vinyarnd of the wines, werealso involved with one another, indulging in discreet � and sometimes less thandiscreet � assignations. So finally, it was Timoor, god of wisdom, who did proclaimthat once a year, and once a year only, Blixor and Luna could meet, and indulge theirpassion. For the rest of the time, they would attend their duties. So it is, that, onoccasion, the light and the dark come together over the world, and so great is theirpassion that few can predict what will occur at such times.�

Panthu is the dominant religion of the Twilight Peoples. It is sometimes describedas a collection of cults rather than a single religion, for it is pantheistic,encompassing the worship of hundreds of gods and lesser beings. It is a veryundisciplined faith, as indeed one would expect given the number of deities, andalso the fact that it serves as alternative to the dogmatic monotheism of Illuniworshippers.

It is often said of the Panthu faith that if there is not a yet a god for every occasion,then there probably will be shortly, and indeed, one for the concept of every occasionthrown into the bargain. The followers of Panthu enjoy intimate interactions andregular contact with their divine beings, so that they are not so much revered assimply accepted as a part of every day life.

Page 22: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

19

Spells1st Level258 Bless Soldiers286 Knowledge of Religion294 Convert Character295 Heal Character75 Repel Undead 1

2nd Level257 Create Holy Symbol76 Repel Undead 2

3rd Level260 Summon Divine Being272 Create Sanctuary283 Bestow Divine Blessing288 Cure Black Death297 Greater Blessing290 Cure Pox77 Repel Undead 3251 Wereban

4th Level291 Wrath of a God293 Curse Province296 Resurrect Character

The Holy SymbolThe specifics vary between games, but the following are typical benefits:+5 to casting of Resurrect Character (296) and Bless Soldier (258), +2 to Priest skill.

The High PriestTitle 2802, The ElectThe High Priest of the religion is often called the Elect, and is selected through a voteby the Main characters of the religion, who spend crowns to see who will be theElect of the religion. In this aspect the impact of money on the religion echoes whatis often described as the central malaise of the Twilight People: greed. Note that allMain characters of the religion get to vote, though only Priest characters may holdthe position. Voters may also save their crowns and vote 'To Betray', and if there aremore 'To Betray' votes than there are votes for any one candidate, there will be noHigh Priest for the year.

The cost of voting100 Crowns = 1 vote1,000 Crowns = 2 votes10,000 Crowns = 3 votes100,000 Crowns = 4 votes1,000,000 Crowns = 5 votes

Page 23: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

20

Special Actions4201 Miraculous PanthuBe the Elect.Gain � add up to 12 spells to the religion, given the following restrictions:

! only standard starting spells from the arcanas may be added! there may never be more than 30 spells in the religion! all spells must be level 1-4! all spells added in any level must come from the same Arcane! no spells to create/summon undead or lycanthropes may be selected! no spells are ever removed

Once per term.

4202 Panthu RaceBe the Elect.Gain � change the favoured race of the religion to any race.

4203 Panthu TaxBe the Elect. Target a Force or character belonging to a player who�s Main character(ID 1-200) is a Priest of Panthu.Gain � All Crowns are teleported from the target into the High Priest�s possessions.The target�s player will be informed.

Adventures120 Buy Positional Pox IndulgenceBe Panthu, have 100,000 Crowns.Gain � your entire position has Pox removed.

121 Buy Personal IndulgenceBe Panthu, inside a Church of Panthu, with 10,000 Crowns.Gain � Remove Status.Lose � 10,000 Crowns.

122 Buy HealthBe a Panthu Priest inside a Church of Panthu, with 10,000 Crowns.Gain � Remove Pox, Plague and Poison.Lose � 10,000 Crowns.

123 Pound of FleshBe Stoned Panthu inside a Church of Panthu, with 1,000 Crowns, 10 By Productsand 10 Soft Materials.Gain � Stoned condition is cured.Lose � 1,000 Crowns, 10 By Products and 10 Soft Materials.

124 Divine TherapyBe Insane Panthu inside a Church of Panthu with 6,666 Crowns and 1 Silver.Gain � Sanity.Lose � 6,666 Crowns and 1 Silver.

Page 24: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

21

125 Buy LifeBe any condition of Dead (not laid to rest) and Panthu, inside a Church of Panthuwith a Strength of 20. Have 25,000 Crowns.Gain � Life.Lose � 25,000 Crowns. 1 to most stats.

126 Buy Divine SkillsBe a Priest of Panthu and inside a Church of Panthu. Have 50,000 Crowns.Gain � 5 Priest skill.Lose � 50,000 Crowns.May be done once per character.

127 Wealth is DivineBe a Panthu Merchant level 10 inside one a Church of Panthu with 20,000 Crowns.Gain � Mark of Wealth.

128 EMT House CallBe Panthu in a grassland province, have 1000 Crowns.Gain � 1 Healing II potion, Belladon and Mandra antidotes.Lose 1000 Crowns.

129 Gilded Jaded TempleBe Panthu inside a Church of Panthu, with 10 Gold and 10 Precious Gems.Gain � Target Guild gains 1 Strength.Lose � 10 Gold and 10 Precious Gems.May be done 18 times overall.

Page 25: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

22

The Glowing WayReligion 3NeutralFavoured race: Forest Maratasen (246)May declare Blood EnemiesBelievers may be Rited as Undead but cannot cast the Undead Rite spellsBase holy mana recovery 5, +3 to favoured race

With a pronounced growl, Hiz�morrrrll finished her litany and threw her arms outwide. The responding growl from the Pride filled her with their essence, raised andlifted her, supported and protected her. It was here, standing before the Pride in herrole as High Priestess, that Hiz�morrrrll felt truly at one with the world, and with thePride.

Beyond the ceremony, however it was a different matter. For whilst none were rude toher, they nevertheless kept their distance, not daring to get too close to the HighPriestess of the Glowing Way. So it was that she was usually alone, or, if not alone,then with people who treated her with great reverence, as a Priestess, not as a person.So there was no one to talk to, no one to confide in. There was always The Tree, ofcourse, who she could talk to at any time. But still what she shared with The Treewas not friendship, not comradeship. It was not a life she would ever trade foranother, not a life she regretted. But that didn�t make the loneliness any the lesskeenly felt.

Most followers of the Glowing Way belong to the Pack, the Pride and the Clan, anddwell mostly in the forests beyond the Twilight Coast, before the Cliffs of Death tothe east. Little light penetrates these forests, and it is instead the iridescent florathat provides illumination there is. However, legend tells of a vision of a blazingWhite Tree, seen by the Lioness Transha shortly after making her escape from thewhips of the Dark Lords. In the glow of The Tree she was healed, and therecommuned with the spirit of the forest to become the first Priestess of the GlowingWay. The Were folk have evolved their perception of The Way since that firstencounter, but hatred for the Undead has remained as a constant theme throughoutthe many schisms and reconciliations of the changeling packs.

Just as it is in general changeling society, females dominate the religion's loosestructure, acting as keepers of faith�s history, and are responsible for the protection(and some even say the production) of the Glowing Way�s relics. Which may alsoexplain why many of their divinely gifted items seem to function only for females.

Page 26: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

23

Spells1st Level3 Shell of Protection Field Force83 Empathic Self Cure6 Dispel Magic: Field Force29 Veil of Nightmares74 Protect from Undead75 Repel Undead 1258 Bless Soldiers (Lycanthrope Status)294 Convert Character295 Cure Character

2nd Level31 Whispers of Fear128 Winterblast217 Charm of Movement257 Create Holy Symbol283 Bestow Divine Status (Lycanthrope Status)

3rd Level77 Repel Undead III107 Summon Earth Elemental273 Create Sanctuary288 Cure Black Death290 Cure Pox593 Summon Maratasen Warriors*49 Charm Monster154 Eye of Searching491 Werewolf Self293 Curse Province296 Resurrect Character455 Duel ESP* Similar to Cry of the Wolf, only for Maratasens

5h Level84 Rites of Abolishment134 Word of Closing225 Essence of Animals492 Werewolf Others

Page 27: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

24

Holy SymbolThe specifics vary between games, but the following are typical benefits:+2 Levels Priest, +2 Mana Recovery, +2 PC, +2 Strength,Spells at Strength 4: Charm of Movement.

The High PriestessTitle 2803The High Priestess is chosen from among the Main characters of the religion.Technically even a male can be a High Priestess, but this is frowned upon, andindeed was the cause of the last schism within the faith. The High Priestess musthave least 20 levels of Priest, and is the character with the highest combined basePriest and Influence. Through one of the divine quirks of the selection process,should the top candidates be tied, then the process is reversed, and the humblestcandidate is selected (the character with lowest combined Priest and Influence, butstill with 20+ Priest).

Special Actions4301 Glowing HavenBe the High Priestess in a Location which is a Sanctuary of the Glowing Way.Gain � the Location becomes a Haven of Lycanthropes.

4302 Glowing CureBe the High Priestess, target a character in the same province.Gain � remove any Lycanthrope Status on the target.Lose � 7 Priest.Once per term.

4303 Glowing RemovalBe the High Priestess.Gain � remove one spell from the Holy Symbol (583), other than Charm ofMovement.Once per January. Once per April.

4304 Glowing SymbolBe the High Priestess.Gain � add one spell (from the religion�s miracles list) to the Holy Symbol (583), to amaximum of three spells.Once per July. Once per October.

Adventures130 Cleansing GlowBe a Main character ID (1-200) of the Glowing Way. Have 8 Holy Symbols, 8 HealingPotion I and 8 Healing Potion II.Gain � the entire position is cleansed of Pox, Plague and Blood Enemies.Lose � 8 Holy Symbols, 8 Healing Potion I and 8 Healing Potion II.May be done 10 times overall.

Page 28: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

25

131 Building GlowBe a Main character ID (1-200) of the Glowing Way. Have 700 lumber, 70 stone and70 Iron.Gain � Guilds owned by the position are increased by 7 Strength.Lose 700 lumber, 70 stone and 70 iron.Once per character.

132 Summoning the Vol HordeBe the High Priestess during Spring.Gain � Summons a horde of 1,500 Vols (CF 1), who have a high magic and specialattack resistance and are excellent at attacking walls. It is not permitted to changetheir Status and training type. Contact the referee if it ever occurs by accident.Once ever.

133 Remove Undead Status SelfBe of the Glowing Way, have 2 Meldorian and 2 Asarum.Gain � Remove Undead StatusLose � 1 Constitution, 2 Meldorian and 2 Asarum.May be done 24 times overall.

134 Block the EastBe a Priest level 10 of the Glowing Way, be in any Heavy Forest Province. Have 1Meldorian.Gain � Erect Barriers to the North East, East and South East.Lose 1 Meldorian.May be done 48 times.

135 Yew TidingsBe a Priest 20 in the area 60/1 to 100/80 with 1 Meldorian and 1 Yew.Gain � Adds 5 Yew to the province.Lose 1 Meldorian and 1 Yew.May be done 18 times.

136 Commune With the WoodBe of the Glowing Way and insane in any forest province. Have 1 Meldorian.Gain � Cure Insanity, one Healing Potion I.Lose 1 Meldorian.May be done 24 times.

Page 29: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

26

137 Create ForestBe a Priest 30 in a grassland province in the area of 60/1 to 100/80. Have 1Meldorian, 1 Cinderoak, and 100 lumber.Gain � Change the province to Forest.Lose � 1 Meldorian, 1 Cinderoak, and 100 lumber.May be done 20 times.

The changeling sniffed the air, tasting only the burning, acrid scent of the plains, noteven the slightest scent of life lingering on the morning breeze. How she longed to bein the forest once more, the warm reassurance of living wood against her back, therich scent of earth in her nostrils, and the cool caress of leaves on her skin. The sweetsmell of fruit in the autumn, or of blossom in the spring. Here, in the summer heat ofthe grasslands, the best you could hope for was the scent of burned grass, dry, biting.

In her mind she fell back further into memory of the forests, and it seemed as if thegrasslands dreamed with her, longing to know the richness she showed to it. Andsuddenly, she knew it was it was in her power to grant the land its desire. Hers theability to reawaken the land with her memories. After all, if the land wanted it, howcould she argue? The ritual took many hours of the day to finish. But now she wasfinished. Both she and the land had altered, grown together, trees bursting from theearth even as hair sprouted from her flesh, her pelt now dense as the lushundergrowth about her. And as the young forest about her stretched and breathed,she stretched and breathed also, drinking deep of the forest air she had longed for.

138 Manly CommunionBe a male Glowing Way follower (ID 1-000) in a Heavy Forest Province. Have 1Meldorian.Gain � 2 Strength, 2 Personal Combat and 2 Berserker.Lose � 2 Tactics, 2 Influence and 1 Meldorian.May be done once per character, 50 times overall.

139 Female GuileBe a female Glowing Way follower (ID 1-1000) in a Heavy Forest Province. Have 1Meldorian.Gain � 2 Dexterity, 2 Tactics, 2 Priest, 2 Arcane and 2 Admin.Lose � 2 Strength, 2 Personal Combat and 1 Meldorian.May be done once per character, 50 times overall.

Page 30: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

27

KorosReligion 4EvilNo favoured raceMay not declare Blood EnemiesBelievers may be Rited as Undead and may cast the Undead Rite spellsBase holy mana recovery 5

�Life is but fleeting; only Death is Forever. Andthose fools who cling to their false religionsand ideals, who seek to maintain theirtenuous grasp on what they think of as rightand wrong, even they cannot escape thesimple fact that Death comes for us all. TheLord Koros will see everyone, all comeeventually before His scrutiny and Hisjudgement. It is only by embracing Death, bywelcoming its touch, by giving one�s life over tothe service of Death, that this life can makeany sense. For in the end, Koros rules over all.So if, in this life, you can be of service to theLord of the Dead, then when your time comesto stand before Him, He will see what youhave done, and He will grant you His ownspecial mark, the eternal life that is death.How can you be of service to Koros? Simple.Bring his word, or if it is not heard, then bringhis essence, to all that face you, to all whooppose you, to all who seek to stand betweenyou and what is rightfully yours. For allbelongs to Koros, and if you serve Koros, thenall belongs to you, if you are strong enough totake it. So spread His word through youractions, and let your actions bring death. Sowchaos, foster strife, reap destruction, harvestdeath. Serve only Koros. For in the end, all willbe only Koros.�

From The Book of the Dead

Koros claims to be more than just a god. He claims to be the very essence ofdestruction, strife, and death. Koros followers believe only the strongest shall rule,and the strongest shall rule only so long as they are strong.

Koros is a lord of the dead, and has blessed His followers with the ability of undeathand self-resurrection.

Page 31: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

28

Spells1st level70 Skeletal Warriors83 Empathetic Self Cure461 War Shout294 Convert Character165 Task of Stealth286 Knowledge Religion

2nd level462 War Cry71 Zombie Warriors162 Charm of Battle257 Create Holy Symbol

3rd level276 Create Sanctuary Religion 472 Ghoul Warriors43 Cause Insanity123 Summon Relzablab124 Summon Zenobar125 Summon Garcontha287 Cause Black Death288 Cure Black Death289 Cause Pox290 Cure Pox438 Hand of Death439 Wave of Death

4th level130 Summon Winternight296 Resurrection464 War Charge434 Call Skeletons435 Call Zombies436 Call Ghouls

5th level68 Shade of Darkness86 Rite of the Wraith

Holy SymbolThe specifics vary between games, but the following are typical benefits:+ 2 Mana Recovery, +2 Priest levels,Spells at Strength 9: 70 Skeletal Warriors, 438 Hand of Death, 439 Wave of Death.

Page 32: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

29

The High PriestTitle 2804: Possessed of KorosInitially the position is open, and can be claimed by a ritualistic adventure on a first-done first-won basis, from the 3rd production month onwards. Once there is aPossessed of Koros, the only way to become High Priest is to be the one whocaptures and destroys the previous one. Whoever destroys the old High Priestbecomes the new Possessed of Koros. There are no elections, no annual contests.Many are the stories of ambushes both arcane, covert and accidental, that have ledto the death of the Possessed of Koros and the sudden self-appointment of suchPossession. Note that this unusual selection method means that there is noreligious restriction on becoming the Possessed of Koros, but you will become of thereligion should you decide to take the position.

Special Actions4401 KoraceBe the Possessed of KorosGain � choose the religion�s favoured race.

4402 Koroly SymbolBe the Possessed of KorosGain � place on the Holy Symbol any combination of the following spells: 70, 71, 72,434, 435, 436, 438, and 439. No more than 3 total spells are allowed, with eachchange reducing the value of the free mana add by one.

4403 KoravenBe the Possessed of Koros in a Location which is a Sanctuary of Koros.Gain � the Location becomes a Haven of the Undead.

Adventures140 Skeleton RevivalBe Koros and any condition of dead (not laid to rest). Have 1 nightshade and 1silver.Gain � life and Skeleton Status.Lose � 2 Constitution, 1 Dexterity, 2 Beauty, 1 nightshade, 1 silver and previousStatus.

141 Koros PossessedBe a Priest of Koros level 20 after 2 productions have passed.Gain � the title 'Possessed of Koros', 5 Arcane, 5 Berserker, 5 Strength, Lord of theDead Status and the Ring of Koros (494).Once.

142 RepossessionBe a Priest of any religion level 20 and target a Prisoner with 'Possessed of Koros'title.Gain � the title 'Possessed of Koros�, Convert to Koros Religion, 5 to Covert, 5Arcane, 5 Priest, 5 Personal Combat, plus other stats. The previous titleholder isconsumed, loses the title and takes serious damages to attributes and statistics.(Make sure you strip the ring from the prior Possessed, as it will not be given again.)

Page 33: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

30

143 Sacrifice IlluniBe of Koros and target a Prisoner who is a Main character with Illuni religion.Gain � Mark of Evil, title of 'Evil Marked', 5 Priest, 5 Necromancer or 3 other Arcane.The Prisoner is consumed.Once per character. Once per Prisoner.

144 Wraith PriestBe a Priest of Koros level 20, with any condition except Laid to Rest (alive, dead,insane, etc.).Gain � Wraith Status, life.Lose � current Status, 2 Constitution.

145 Wraith NecroBe a Necromancer level 20, of Koros with any condition except Laid to Rest (alive,dead, insane, etc.).Gain � Wraith Status, life.Lose � current Status, 2 Constitution.

146 Vampyre PriestBe a Priest of Koros level 30, with any condition except Laid to Rest (alive, dead,insane, etc.).Gain � Vampyre Status, life.Lose � current Status, 2 Constitution.

147 Vampyre NecroBe a Necromancer level 30, of Koros with any condition except Laid to Rest (alive,dead, insane, etc.).Gain � Vampyre Status, life.Lose � current Status, 2 Constitution.

148 Undead MinionsBe Possessed of Koros. Target a slot of troops you own. Have 100 Nightshade, 100Silver, 100 Mithril and 1000 Elven Slaves (263).Gain � the slot is converted to Undead Minion Status.3 times overall.

149 Curse of DarklandBe Possessed of Koros, in a grassland province in the region 100/1 to 130/80,Have 100 Precious Stone, 100 Mithril and 1,000 Stone.Gain � Terrain becomes Barren Mountain, creates barriers in all directions.20 times overall.

Lightning flashed, stuck the ground before her, though she barely noticed, let aloneflinched. The storm had heard the call, had accepted her, and she stood reckless inthe wind and rain, nearly driven to her knees by the forces she had unleashed sofiercely against the land.

As she peered through the torrent, the crazed look, which had been her naturalexpression for so long, turned gradually into a slow smile that came so rarely to herface that few had ever seen it. The land that had once been finest pasture wasdissolving before her eyes, broken apart by lightning, rocked by earthquake, and thefine loam so prized by farmers washed swiftly down gullies cut into the very rockitself. And now the earth began to shift, rising as if to greet the storm, pulling up intoridges, mountains. Until, when finally the storm eased, she wiped sweat, blood andrain from her eyes to look out across a barren land ridden with crevices. Koros wouldbe pleased.

Page 34: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

31

The Fire CultReligion 5Initially EvilNo initial favoured raceMay have Blood EnemiesBelievers may be Rited as Undead and may cast the Undead Rite spellsBase holy mana recovery 5, +1 to favoured race

�The beauty of the flame lies in its purity, and in its singular purpose � to burn,� saidMinoch, priest of the Fire Cult, to his flock. �Yet the flame can do many things. Yes, itcan burn and destroy, bringing grief, pain and torment. It can consume all that youhave, all that you own, and leave you with nothing. Yet it can also give light, andwarmth, and keep the freezing cold at bay, providing the means through which youcan survive the long harsh winter. It can destroy, yes, but it can also sustain andnurture. And often these are one and the same. In the forests fire can be deadly,burning to the ground vast tracks of land. Yet this allows the forest to purge thatwhich hinders its growth, allows new life to begin, and, in the end, the forest ishealthier for it.

�The flame can destroy, the flame can nurture, the flame can allow re-birth. But theflame isn�t evil, nor is it good. It simply burns. It simply is. And so, by coming to knowthe flame, by emulating the flame, by being the flame, are we. There are those whocall us insane, call us evil. This doesn�t matter. For we have one purpose, and that isto serve the flame in all its complexity, in all its simplicity. We, like the flame, simplyare. And the rest of the world must learn to accept that, even as they accept the gift offire, both its warmth and its destruction. So go now. Spread the word. Spread theword as the fire spreads through forest and through town, ever-hungry. We are theFire Cult. And we shall burn forever.�

The Fire Cult is a recent phenomenon, but nevertheless has sects throughout thelands of the Twilight People, the Werefolk, and even the Dark Lords. Despite beingalmost universally suppressed, this has only served to drive them underground andincrease their diversity, splitting them into three distinct sects.

Central to their rituals is the inspiration of flame, and the trance-like state ofcontemplation of the flame can evoke. Beyond this, the beliefs of the sects diverge.One believes that the end of the world is at hand, that fire will consume all, and thesooner the better. This self-proclaimedly evil branch provided the last High Priest,until the call of fire ended his tenure. At the opposite extreme there are the secondsect of Sun worshipers, who believe that beyond the sky there is a ball of fire thatthey call the Sun, that is the giver of all life, and, though not interfering with theworld in obvious fashion nevertheless acts upon it in grave and subtle ways. TheTechnomages seemed to serve to confirm these beliefs with their talk of stars andsuns beyond the fixed sky, but the distrust of the Technomages meant that this didlittle to help the Sun Sect gain general acceptance. Finally, holding the middleground between these two sects is the Phoenix Sect, who hold that a new divinesociety will arise from the ashes of the current one, whose passing will only occurthrough trials of great hardship and, of course, flame.

Page 35: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

32

Spells1st Level8 Dispel Magic Field Force258 Bless Soldiers294 Convert Character295 Heal Character

2nd Level16 Firestorm17 Fireball148 Probe Character257 Create Holy Symbol

3rd Level106 Summon Fire Elemental209 Runepower288 Cure Black Death290 Cure Pox275 Create Sanctuary401 Greater Firestorm402 Greater Fireball

4th Level247 Dispel Barrier of Nature296 Resurrect Character403 Hell Firestorms404 Hell Fireballs

5th Level241 Essence of Nature361 Fire Scan*405 Flame Wall406 Flame Blast*restricted to Priests of the Cult. Targets a position (spell qualifier) and reveals thefirst 16 Forces of that position within a 4-province range. Cost 16 mana and aCinderoak (428).

Holy SymbolThe specifics vary between games, but the following are typical benefits:+2 Strength, -2 Constitution, +2 Priest, +1 PC, +3 Mana Recovery.

The High PriestTitle 2805: The Living TorchThe self-immolation of Priests is a revered ritual that shows their devotion andmastery of the divine flames. As such, the Main character who is a Priest and onthe day of selection has the most wounds but is still alive, is chosen as the LivingTorch for the following year. The Living Torch is granted use of the Fire Orb, butthere are rumours of a conspiracy within the Fire Cult to negate the Fire Orb'spotency, so that it many be necessary for the Living Torch to deal with enemieswithin as well as without.

Page 36: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

33

Special Actions4501 FirelignmentBe the Living Torch. Choose good, neutral or evil.Gain � choose the alignment of the religion.

4502 Firevered RaceBe the Living Torch.Gain � the favoured race of the Fire Cult becomes that of the Living Torch.

4503 FireditionBe the Living Torch.Gain � add to the Holy Symbol any Ancient Arcane spell with the name Fire in it thatis known directly by one of the Living Torch�s position's arcanists, to a maximum of3 spells, with no points free towards casting.

Adventures150 Playing with FireBe a character ID 1-1000, Priest of the Fire Cult level 20 with 3 Cinderoak.Gain � 3 Guild strength to all Guilds in the priest�s position.Lose � 50 SEI to all Forces in the priest�s position, 3 Cinderoak.Once per character.

151 Clearing the ForestBe a Priest of the Fire Cult level 20 in a Heavy Forest province. Have 5 Cinderoak.Gain � terrain becomes Forest, 2 Priest.Lose � 5 Cinderoak.

152 Axe MakersBe a character ID 1-1000, Priest of the Fire cult level 20 with 2 Cinderoak.Gain � Target population segment learns how to make Dwarven and Mithril Axes.Lose � 2 Cinderoak.

153 Kiss of FireBe an insane character ID 1-1000, Priest of the Fire Cult level. Be in a Location in aForest province, have 1 Cinderoak.Gain � cures everything within the province of Pox and Plague. The Priest is madesane and has blood enemy removed.Lose � the Location loses 50 SEI and all Guilds lose 1 Guild strength.10 times overall.

154 Volcano FlowBe a character ID 1-200, Priest of the Fire Cult level 30 in a Forest Mountainprovince. Have 10 Cinderoak.Gain � terrain becomes Barren Mountain, 3 Priest.Lose � 10 Cinderoak.

155 Summon Fire OrbBe the Living Torch, with 10 Cinderoak and 10 Precious Gems.Gain � a Fire Orb.Lose � 10 Cinderoak and 10 Precious Gems.Once per character.

Page 37: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

34

157 ConspiratorBe of the Fire Cult with 2 Cinderoak.Gain � 4 Stealth, 2 Spy, 2 Assassin, 2 Thief.Once per character.

158 Make CinderoakBe a Priest of the Fire Cult level 10 with 1000 lumber.Gain � the province gains 1 Cinderoak production.Lose � 1000 lumber.40 times overall.

159 Burned at the StakeBe a Priest of the Fire Cult level 10. Have a Prisoner that is a Priest, but not of theCult. Have 10 Lumber and 1 Cinderoak.Gain � Mark of Cruelty, 1 Priest. The Prisoner is consumed.

Page 38: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

35

Manus NocheReligion 6EvilNo initial favoured raceMay have Blood EnemiesBelievers may be Rited as Undead and may cast the Undead Rite spellsBase holy mana recovery 3, +1 to favoured race

A brief smile played over Kanul�s face. He had known that the Prince had a weaknessfor the more...recreational substances to be found in the deep forests, but it wasgratifying to know that this weakness was now furthering his own cause. The Princehad been proving difficult, threatening to go back on his word, but now, with a littleleverage, a little pressure on the suppliers to the Prince�s habit, the troublesomemonarch would soon be tractable once again. And with the Prince now firmly in hand,that would make six thrones which paid service to the Night Hand. Several of thesehad been acquired through assassination, a less-than-subtle tool Kanul usuallysought to avoid. But that, too, had played into Kanul�s hands. For, through judiciousplanting of rumours and evidence, he had not only put the persons he had chosen intothe positions he had decided for them, but had seen his major rivals, the ones whoposed the most threat to Kanul�s plans, convicted of the predecessors� murders. Twobirds with one stone, as the saying went. Now all he had to do was find a way ofinfiltrating the Grey Elven society, and there would be little that could stop him.

Called the Night Hand by some, this is a highly covert religion that has no knowntemples or shrines. It is a semi-secret society of priests of the covert, whose focus ofworship appears as a Black Hand that is said to reach out to and control the spiritsof all in power. Manus Noche is said to have originated in the southern grasslands,practised by the Shamans there before the arrival of the Dwarven Outcasts. Recentdiscoveries of cave drawings and inscriptions in the south, however, suggest that thefaith�s origins are stranger by far, seeming to indicate the existence of an astralplane, ruled by eight gods, including one known as Aefgirt, who ensured their powerthrough the instigation and resolution of a perpetual series of conflicts. As such theManus Noche believe in the subtle exercise of influence over those in power. Allmanners of covert activities are encouraged and supported, since they believe that itis not the generally acknowledged leaders and figureheads who control the events ofthe world, but those who pulls their strings.

With its focus on controlling the power behind the throne rather than taking thethrone itself, Manus Noche suffer no negative influences when working to influenceother religions, despite its intrinsically evil nature. However, gaining control andinfluence is one thing, maintaining loyalty another entirely, and a problem that hasever plagued this sect.

Page 39: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

36

Spells1st Level1 Shell of Protection Character6 Dispel Shell Character60 Detect Invisible294 Convert Character

2nd Level21 Transfer Mana23 Stone to Flesh36 Seed of Suspicion41 Mind Clear61 Dispel Illusion257 Create Holy Symbol

3rd Level22 Drain Mana25 Teleport to Guild26 Teleport to Force44 Cure Insanity46 Ego Attack53 Invisibility82 Remove Undead Status243 Power Point Teleportation264 Summon Lesser Divinity283 Bestow Divine Blessing285 Geas

4th Level48 Charm Standard Character49 Charm Monster150 Eye of Searching296 Resurrection

5th Level24 Remove Mark110 Elemental Summoning126 Netherworld Summoning

6th Level51 Sphere of Sorcery89 Rites of the Higher Order424 Invisible Master

Holy SymbolThe specifics vary between games, but the following are typical benefits:+2 Priest, +2 Recovery,Spells at Strength 6: Charm of Influence, Charm of Beauty, Resurrection.

Page 40: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

37

High PriestTitle 2806: The Manus HandThe high priest, called the Manus Hand, is chosen every twelve months from thosewho have the highest base Priest Skill plus number of characters the priest hasunder its control at the time of the election. Control includes summoned characters,but not charmed or Geas ones.

Special Actions4601 Hand of FavourBe the Manus Hand.Gain � select the favoured race of the religion.

4602 Hand of InfluenceBe the Manus Hand.Gain � select 4 specific races over which the Manus Hand will gain a +3 to Influence.

4603 Hand of ControlBe the Manus Hand. Target any number of positions who�s Main character iscurrently a Manus Noche Priest. Nominate a character ID 1001+ within each ofthose positions.Gain � control of those characters.Once per term.Note � if the Manus Hand nominates an illegal target, the Manus Hand loses thetitle, 5 Influence and 5 Prestige.

AdventuresNote that these adventures are for Main characters only, and they must be a Priest ofthe religion level 20.

160 The Evil HandHave a Prisoner ID 1-1000 (race 201 to 260) who is a Priest.Gain � Mark of Evil. The Prisoner is consumed.18 times overall.

161 The Hand of FateHave a Prisoner ID 1-1000 (race 201 to 260) who is a Knight.Gain � Mark of Fate. The Prisoner is consumed.18 times overall.

162 The Killing HandHave a Prisoner ID 1 to 1000 (race 201 to 260) who is a Thief.Gain � Mark of Cruelty. The Prisoner is consumed.18 times overall.

163 The Hand of VengeanceHave a Prisoner ID 1 to 200 (race 201 to 260).Gain � 10 Guild strength to all Assassin Guilds owned by your position. ThePrisoner is consumed.6 times overall. Once per character.

Page 41: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Religions

38

164 Hand of InfluenceHave 10 Prestige.Gain � 2 Influence.Lose � 5 Prestige.

165 Hand of DestinyGain � Mark of Destiny.Lose � 5 Dexterity and 5 Beauty.10 times overall.

166 Invisible HandGain � 1 Invisibility potion.Lose � 1 Greydust potion, 1 Mandrake potion and 1 Nightshade.

167 Diplomatic HandGain 4 Influence.Lose � 10 Diplomats Elixirs, 3 Constitution and 3 Beauty.Once per character, 10 times overall.

168 Blessing HandBe in a Church of the Hand with Guild strength 20, with 32,000 Crowns.Gain � 12 Guild strength.Lose � 32,000 Crowns.Number of times allowed unknown, once per character.

169 Cruel HandBe a Priest of Manus Noche level 30, with a covert skill (12-15) level 20. Have aPrisoner ID 1-1000 who is of the Fire Cult and has a Religious Status.Gain � Mark of Cruelty. The Prisoner is consumed.Ten times overall.

Page 42: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

39

PlacesThe Nether Lands

WhitehallF1000 40/44 (Human Outcast)The oldest of the Twilight cities, famed for its pikemen, known as beefeaters. Led byBillson the Outcast, the city is in the throws of a religious revival, with religiousfervour heightening clashes between and altercations within the church guilds.Recently the gathering site of the Fire Cult was found and destroyed by a mob ofhumans (the overwhelmingly dominant race here), while the main Panthu and Illunitemples have been seriously weakened by rumourmongers and rocked by variousscandals. Whitehall is also the site of the Illuni shrine holding the WhitechapelStone, to which legend accords the honour of being the rock which the first outcastsfrom the Lands of Ever Light to reach the Lands of Twilight set foot upon onstepping ashore.

North BeachF1001 46/7 (Elf Outcast)This sanctuary of Illuni is home to the elite of Elven society, trapped within itssuffocating social structure and inflexible rules. And it seems almost as if the earthitself is seeking to shake life into the lives of the elves, as for the last 35 years, sincethe ascension of Greenleaf to the Elder's House, there have been a succession ofearthquakes, which have knocked down the city walls on more than one occasion.With its fortifications temporary at best, then, the city has combined elventoxophilitical skills and brutal human training techniques to establish theCondottorri Archers, whose combination of accuracy and mercilessness, togetherwith the expulsion of non-elven races from the city, ensures civil order.

City of WhalesF1002 26/67 (Human Outcast)Located on the Island of Whales, the major habitable island off the Twilight Coast, itis the home of the greatest mariners of the coast, and the Whale Merchant houseand its markets are the most extensive in the area. While dominated, like the seatrade itself, by humans of all sorts, this is one of the few places with a Saurianpopulation. The longbowmen from the area are known to rival even the Elves, andthere are considerable yew copses to be found around the city which supportlongbow production, increasingly a major export in these troubled times.

�If you need a crew for your ship, it�s the place to go. In fact, I�ve outfitted my last threeships there.�Captain Ushnuk Farenbollow

Page 43: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

40

AlbanyF1003 52/18 (Half Breed Outcast)Built on a massive magic drain, this is no place for an Arcanist. For which veryreason there are a large collection of churches in the city, with the Panthu evenhaving establishing a Sanctuary here. The Half-Breed population are mostly albinos,which has also been attributed to the mana drain. The city is renowned for itstinkerers, and is home to the largest collection of gadgets and machines to be foundin the Lands of Twilight, including the famous cable wagons, which provide the citywith its transport system, and are driven by cables pulled by water wheels fromWhyte Lake.

Strangest place I�ve ever seen, and that ain�t no word of a lie. No magic, justmachines, machines, machines, with their accompanying noise and explosions. And,of course, everyone who lives there, besides being Half Breeds, are all white, pale asdeath. Just one of those things would make the place seem odd. But all three? Justtoo strange for my tastes.�Silvain Purebow

City of OrclandF1004 43/25 (Grey Elves)Also known as the City of Sails, for both the numerous windmills around the cityand the ragged sails of the many raider ships based here. Once the home of thelargest City Orc population as well as many pirate bands of the Twilight Coast,under the leadership of the Grey Elf Tak Moto who leads the Grey Elves that havedominated the city since their conquest of it some 52 years ago, it has become amore staid and metropolitan area. Nevertheless, a City Orc group currently seeks toregain control, and Moto�s rule has been dogged by small insurrections.

Sandy CoveF1005 44/35 (Half Breed Outcast)Located in the middle of the coastal area of Long Beach, this is a vacation spot forseafarers and landlubbers alike. Atypical of Half Breed towns, no one in the Coveever seems to be in a hurry, and some even claim that charm of movements do notwork here. Which may or may not be true, but certainly their use would beconsidered very rude. Home of the famous hiding Coohphax Statue, which is said tobring good luck to those with wit enough to find it and stealth enough to dodgethose guarding it. Strangely, though perhaps not surprising given the laid-backattitude of the populace, the Coohphax is also the owner of the city.

LakesideF1006 48/52 (City Dak)In the middle of the Rainbow Lake is one of the most scenic of the Twilight Peoples�cities. Its island status makes it secure from most of the skirmishes and raidswhich frequently take place in the lands abut it. The City�s Dak founders relish theirisolated position in the lake, and consider as both unwanted and dangerous anywho approach the city. There is a city watch force outside the walls, consisting ofFree Daks who frequently intercept and raid forces seeking to enter the city withcombative intent, as well as shooting down the occasional flying scout.

Page 44: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

41

GwenbrookF1007 45/58 (Human Outcast)The coastal gateway to the great grasslands of the south; Sanctuary of the Fire Cult,and home to the Gwenbrook Rangers and the largest Fire Cult Temple: The Templeof the Living Fire. The temple is currently being reconstructed, following acelebration which got out of control and consumed the eastern half of the structure.The inlet that leads to the city has the highest regular tidal variation on the TwilightCoast, with a predictable 20 year cycle of variations that has never yet beenexplained.

NapotonF1008 39/68 (Dwarf Outcast)Located on the shores of a large shallow bay, the Dwarves of the city haveconstructed among the largest coastal walls in the Lands of Twilight, presumablyfrom fear of water flooding, although whilst there is some evidence of an ancientflood in the area, there have been none in recent history. The mithril open pit mineis one of the major sources of income for the city, and a draw for Dwarven touristsand business folk alike.

AndortonF1009 29/76 (Dwarf Outcast)This underground city is famous for its silver and precious stone mines.Constructed according to traditional Dwarven taste and architecture, this is actuallyrare in a world where most Dwarven Outcasts reject the underground ways of theirforebeards in favour of a life on the open plains. The population of the city worshipan almost heretical version of Panthu, believing, pessimistically, that one of theGods will come forth to banish them all. The city is also home to family of Dwarvenshipbuilders, who, if rumours are to be believed, are working on a vessel of rockwhich will sail underwater. Which, since Dwarves swim like rocks and have a fear ofthe sea, is perhaps unlikely, but on the other hand, perhaps just unlikely enough tobe true.

ThesorockliF1010 46/79 (Dwarf Outcast)This was once an Orc City, taken in the last major Orc Wars by the united efforts ofthe Grey Elves and the Dwarves. And in fact the Dwarves still complain about thesmell, though in truth most of it comes from the nearby Moorish Marsh to the north-east. Located as it is in the valley of the Bosop Volcano to the north, the Dwarves aremilitant followers of the Fire Cult, and the Fire Knights protect the sanctuary here.

Page 45: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

42

PreyppertorcF1011 46/67 (City Orc)This, the only underground city of the City Orcs, is in the middle of the Great OrcSwamp. And as if that wasn�t enough to discourage visitors, it also has barriers andchallenges which must be overcome in order to reach it. Here in the shimmeringphosphorescence of the microscopic light-leeches, the City Orcs do a trade in theforbidden, the exotic, and the dangerous. It is also the westernmost known KorosSanctuary, and guarded by the feared Swamp Snake Soldiers. Though Undead arebanned, and the City Orcs profess to be allies of the Twilight People in their fightagainst the Undead hordes to the East, few believe them, and indeed, the chance ofbeing able to trust anything anyone in the city says is slim.

�If ya want somethin� an� it can�t be found nowhere else, try Preyppertorc. I hear theycin git ya anythin� ya need, legal or not, and most oftens not. Jus� make sure yawatch yer back, is all.�Gorgo the Unwashed

RostorcF1012 55/72 (City Orc)The southernmost city of the City Orcs, this is in fact more of a town than a city,and serves as an outward counterpoint to Preyppertorc. Located above ground oncoastal forests hills, the famed � if bizarre � City Orc Comedian College is here,where the best entertainers in Twilight Lands compete for entrance. The folks of thetown have established a special relationship with the Lycanthropes to the east, whoprovide many of the city�s guards. This is one of the few places where the TwilightPeoples and the Lycanthropes mix freely � and for the most part peaceably � in thestreets. Indeed, the name of the town means Sanctuary in the southern Orc slang.

GrestonF1013 61/7 (Grey Elves)The Grey Elves here are constantly on guard against incursions from the Packs ofthe nearby Wolf Lake. To aid in their defence they have trained the mounted GreyLancers, with weapons fashioned from ivory and coated with poison, designed tohelp them run down the Lycanthropes in the open. They also participate in thevicious blood �sport� called the Wolf Hunt, where a Werewolf is captured, then letloose in the open fields beyond the city, to be tracked and hunted down by the GreyLancers and their Wolfhounds. Which atrocities rather call into question the elves�claims of civility.

Amongst the Wolfin, cubsare warned that if theyaren�t good, they willbecome prey for GreyLancers and theirWolfhounds. Rare is itindeed that this tale needbe told twice.

Page 46: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

43

DiatonF1014 52/33 (Grey Elves)At the end of the Great Grey Channel, in the city of Diaton can be found furtherevidence of the Grey Elves� cruelty and hatred of the Lycanthropes, for it is thecentre of the Twilight Lands� Pelt trade. Frequent expeditions and raids arelaunched from here into the Claw Lakes region to the East, in order to obtainMaratasen and the highly-prized Werelion Pelts. The city is also the largest fortresson the Twilight Coast, with its legendary walls and powerful magic shell ofprotection. The Illuni are subject to both unofficial and officially-sanctioneddiscrimination, and whilst the Fire Cult has recently gained some following, the cityremains one of the strongholds of the Panthu. Rumours of the Koros being behindsome of the Pelting Expeditions persist, but, like presence of the Undead, they arenever openly discussed.

Warlocks' BarrierF1015 54/10 (Elven Outcast)Located between the Twin Lakes, The Warlocks� Barrier, or the WB as it is calledlocally, has barriers of nature erected to halt all traffic from the east into theheartland of the Elven Northwest. Several old tales tell of how the Elves originallybuilt the barriers to keep out invasions of the Pride and the Pack, though thesesame tales also caution against relying overly on defence, which will aid against butnever resolve the perceived danger from the Pride and the Pack, and so are seen bymany as yet another excuse to persecute the lycanthropes. The city is the home ofboth the Warlocks� Academy and the Elven Northern Knights Guilds, both renownedin their own fields and beyond. The neighbouring provinces tend to feature unusualpatterns of barriers, largely due to the casting of those guild apprentices practisingtheir magics. Local farmer have become familiar with them, but search parties arefrequently called out to locate those not used to the phenomena.

Page 47: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

44

The Iridescent Forest

WofltonF1016 67/15 (Wolfin)In the Pack's western-most location are found a mixture of Forest and City Wolfin.The closest Pack city to the hated Elves of Greston and Warlocks� Barrier, it is in aconstant state of war, the Red Wolf Inn always howling with stories of recent raidsinto the west. In mockery of the Grey Elves� blood sports, the city holds its owngame, where, having captured a number of elves, release and then hunt them bythrowing rotten red tomatoes at them. The Elf who receives the least hits is thenfattened up with cakes and the like, then taken under cover of stealth spells anddropped off at the gates of Greston bound on a spit with an apple in its mouth as asign of contempt. Doubtless the Elves see this as an indication the Pack actuallyenjoy being hunted in the Wolf Hunt, and proof that they do not actually feel pain orfear the way Elves do, thus justifying their cruel �sport�.

Green PointF1017 74/10 (Wolfin, City Wolfin)One of the most colourful of the Packs� few settlements, it is located on a spit of landprotruding out into the Green Lake. The algae of the lake give the shore a blue glowthat darkens to green on the lake proper, while the mists of the forest provide abronze to red haze, sprinkled with the lights of the lantern flies and fire spritescommon in the iridescent forests of the lycanthrope heartland. It is also the newestof the Sanctuaries of the Glowing Way, with its Tabernacle under reconstructionfollowing its destruction by an astral storm associated with the Technomages�arrival.

HowlingF1018 89/13 (Wolfin)The smallest of the major Wolfin locations, it is a favourite of newly-paired PackAlphas, with its large nightshade waterfall groves and yew stands. Often the firsttarget of northern Darkland Undead raids and attacks, as a result the garrison isout of proportion to the size of the population. This is also the home of the dashingand effective Knights of the Fang, who have boasted more Pack Champions than anyother guild.

Claw Lake PackF1019 69/15 to 79/30 (Wolfin)The largest of the nomad camps of the Wolfin Packs, the Claw Lake Pack boasts theFierce Hunters, as its special warriors are called. Tending to stay away from fortifiedlocations, they are unmatched in the woods and the forests of the iridescent landsthat surround the Claw Lakes. The Packmaster claims divine lineage to the earliestsentient wolf-folk that broke free of the Dark Lords.

Page 48: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

45

Red Wolf PackF1020 79/30 to 89/50 (Wolfin)Led by the infamous and reputedly insane Redmane Wolflore, this cult-like Packroams constantly at Redmane�s whim, either in search of something beyond thecommon consciousness of Wolflore, or entirely at random, depending on who youask. Each of Redmane�s fits heralds a new direction for the Pack, often withoutapparent reason, and but for the his undeniable charisma, not to mention the lootfrequently acquired from his forays, the Pack would long ago have scattered.

�I may be Wolfin, but don�t lump me in with Redmane and his Pack. That Alpha�sinsane. Need to revere the great mother, know what I mean? Ask me, that wolf�s beensniffing his own butt too much.�Kryndin Threefang

Transha IsleF1021 68/39 (Maratasen)Located on the island where it is said that the Divine Transha had the vision of theWhite Tree, this is the known as the Open Guild City, and has the largest collectionof guilds to be found throughout the lycanthrope lands, with many of the nomadiccamps� commanders having guilds located here. Whilst it is a sanctuary of theGlowing Way, it is also openly tolerant of other religions, and the only Panthu andIlluni Temples beyond the Twilight Coast are found here. On the edge of the islandare the ruins of a complex which once housed both Koros and Fire Cult followers. Itseems that the site was burned down some time ago, leaving no survivors, and, as amark of respect for the Fire Cult, none are now allowed to enter the area.

TasenguardF1022 86/31 (Forest Maratasen)Between the Zepher Lake to the south and the Flail Lake to the north, Tasenguardstands as a mighty fortress against invasion from the Darklands to the east. Themost military of all Pride locations, it is the home of the Tasen Knights, strongest ofthe Pride Knight Guilds and sponsors of many raids into the Darklands, and themessage boards here are filled with offers of rewards for undead prisoners (althoughnon-Maratasens need not apply). An oddity of the city is the Tankard Tower Inn.Constructing of iron, it has a rotating observatory in which is located a long tubefilled with strange glass crystals. However, the owner and inventor of the object isnowhere to be found, and the mystery of its true use is likely gone with her.

WestgateF1023 67/51 (Forest Maratasen)On one of the Scar Ridges facing the Twilight Peoples, Westgate is shield andlightning rod against invasion from the west. Most invasions break against itssuperior walls, giving time for warning to spread throughout the Pride's centralforests. Its Tiger Warriors are amongst the best defenders of fortificationsthroughout the Pride, and are very adept at sniffing out covert actions againstlocations under their protection. Westgate also has an active merchant quarter,whose traders have, in times of peace, been known to trade with the Twilight peoplesas well as the black marketers of the Great Orc Swamp.

Page 49: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

46

Serpentine's WashF1024 87/56 (Forest Maratasen)Located at the southern tip of the Serpent's Lake, the city sports an unsurpassedcollection of moat monsters from the Serpentine. Their gaze turns attackers to stone,and their victims are frequently sold as statues to help fund the orphanages of thePride. (Although usually the head is removed first to reduce the chance of reprisalfrom angry families.) These large, four-fanged beasts greatly add to the protection ofthe city, which acts as a rally point for the central clans in times of great crisis. AKoros Serpent Cult is rumoured to have infiltrated the city, who offer sacrifice to theLake's creatures, but their leader's identity has not yet been verified despite rewardshaving been posted.

Larzin Pride CampF1025 85/50 to 95/60 (Forest Maratasen)Deep in the Larzin Forest, the Pride's stealth is evident in so much as the campfrequently isn�t, and often only a ranger can find it. The thick woods provide idealcover for the Larzin Pride, amongst whose number can be found many of the rareblack-hide maneless Maratasens. These Maratasens have their own warrior guild inTransha Isle called the Night Panthers, and are renowned for their deadly attackswithin the heavy forests of their territory. There is a legend fondly and frequentlyretold among the Larzin Pride of an all-white Panther cub, stolen from the edge ofthe forest by the desert barrier demons and taken below the Shadow Dunes. Thoughquite why it is fondly retold, or indeed retold at all, remains unknown.

When justice has been forsaken and vengeance is all that is left, the Night Pantherstake the night, their call echoing through the forest, haunting the hunteds' sleep.Larzin Pride saying

Bronze Wood PrideF1026 70/50 to 85/65 (Forest Maratasen)The southern-most of the major Maratasen camps, it has a tendency to journey intothe Bearack lands to the south, which causes no little trouble, but throughinteraction with the Bearacks also gives the Pride a greater appreciation of the needfor unity amongst lycanthropes. In fact, there are more than a few stories of theMaratasens of the Bronze Wood leading efforts to establish a Changeling Council,and once they actually formed the Hall of the Roar, intended as a multicultural frontto deal with invasion from the east. But, sadly, the council quickly fell apart, andnow not even a whisper remains of it, let alone a roar. The Pride has a small numberof Great War Boars, ideal mounts for the forests, but the secrets of successfullybreeding them have been lost, and those beasts that are left are the last of their kindknown to remain in the Lands of Twilight.

BearzackborneF1027 62/64 (Bearack Roaman)The smallest of the Bearack towns sits atop the forested hills overlooking Little BearLake, and from the highest towers you can, on a clear day, glimpse the greatsouthern plains of the Twilight Dwarves beyond. The town is a meeting place for theBearack and the Dwarves, both of which peoples frequent the many excellent beerhalls here. In fact, the Bearack of Bearzackborne claim to have invented beer, and ahave peculiar brew called Old Ringing Frost, where the foam head rests at thebottom of the mug. The science � and in all likelihood magic � of the brew is a secretguarded by the Brewmasters Tavern as jealously as any Enchanter�s Runemasterscroll.

Page 50: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

47

Silver RidgeF1028 80/78 (Bearack Roaman)In the caverns of this underground town are found the largest silver mines in thesouth, and the nearby Silver Lake provides both the water and the power for thenumerous waterwheels and flow pumps constructed by the Bearack to assist in themining. The Silver Salmon Inn is a favourite gathering place of the young Bearackattending the very traditional College of Knowledge and Song, a college favoured bythose of the Clan who can afford its high entrance fees.

Clawzac CastletonF1029 91/69 (Bearack Roaman)The massive fortress of Clawzac faces the eastern Darklands. In addition to itslegendary walls, it has chained to its moat the fearsome Horror Beasts of the FourWinds. These creatures are said to have once been great elementals, which were tiedand bound to the defence of the Clawzac Castle long ago. Each morning a ceremonyis held, ostensibly to feed them, but also to ensure that that are still there, as manyfear that whatever spell binds them may not be permanent, and that the monstersmay one day escape, or, worse, take revenge on the inhabitants for keeping themenchained for so long.

Diamondback ClanF1030 77/58 to 87/68 (Bearack Roaman)Circling somewhat lazily around the Diamond Bear Lake, this clan enjoys incomefrom a trade in precious gemstones, and is home to the best diamond cutters of theClans. And whilst not able to rival the best of the Dwarven Gem Enchanters, theDiamondbacks nevertheless provide the most exquisite jewellery created without theaid of magic to be found anywhere in the Lands of Twilight. The Clan leader has amagnificent Bear Claw Sceptre made of a single gemstone, about which object, andits origins, there are many legends. The elite of the ever-present Claw Guards of theDiamondback use Gem Picks, which weapons sport a diamond cutting point capableof tearing through any armour.

Page 51: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

48

The Dark Lands

BlackpoolF1031 111/11 (Darkland Human)Located in the infamous swamp of its namesake, the city is led by the Black Wizardwhose slave holdings are the most extensive in the Darklands. Not surprisingly, theSlavers Market is located here, and it is also here that the great Spell of Slavery wasfashioned, whose effects reach even to the Twilight Coast, making slaveryirreversible in the general population. Legend has it that this Chain of Slavery canbe broken only when Blackpool is nothing but the ashes.

Scorz MarF1032 122/22 (Darkland Orc)Under the mountain of the Scorz Mar, the city is the traditional home of the SorcererKings. Specialists in perverting the minds' loyalties and in launching attacks on theego from afar, the Scorz also gather precious stones from the extensive deep minesprotected by Lesser Balrogs, who in times of danger are brought out and chained tothe city moat. The Dead Elf Inn is a favourite tavern in the city, and easilyrecognisable by its remarkably realistic sign.

Visage MarshF1033 111/33 (Darkland Elf)Ruled by the master thief Dark Leaf Lucricia, who is rumoured to be theincestuously conceived sister to Greenleaf Freeborne, the Visage Marsh is home tothe Darkland Elves. And to the Hall of Mirrors. Before the mirrors of the hall thedarkest secrets of the soul are laid bare, given form and shape, so that insanity itselfwalks as a living shadow through the streets of the city. On a lighter note, here youwill also see the Koros Glass Temple, fashioned in the shape of a pyramid.

HellsgateF1034 130/44 (Darkland Dwarves)Under the watchful three eyes of the Spectre Deathroc, undead roam the tunnelsand chambers of this underground city, whose city motto translates as �Death waitsfor no one�. The somewhat ironically named Inn of the Living caters to the desiresof living and dead alike, whilst above the city the screams of giant vultures echoacross the Moors of Roc, guarding the pathways to a city which far more enter thanleave.

The stench of the grave permeated the air, but for those who lived here, that wasnormal, welcome. A dry wind blew through the city, a wind not only heralding deathbut glorifying it, revelling in its constant, never-ending presence. Huge spires rose upfrom within the city walls, but rather than wonders of architecture and humanachievement, they appeared more as skeletal fingers of undead denizens, reaching upas if to grasp the sky itself in death�s embrace. The buildings were all crypts, ancientmanses barely less decrepit than their inhabitants. And in its streets the deadwalked, limped, shambled, trudged, shuffled, lurched, staggered and dragged theirrotting flesh and crumbling bones, on errands of their Undead masters. It was a citybuilt for Death, serving Death and glorifying Death. This was Hellsgate, where Deathreigned supreme, where the living rarely entered and never left.

Page 52: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

49

AstraliaF1035 107/55 (Darkland Humans and Husks)This city is located on the shores of the mysterious Astral Lake, an area of waterwhich sometimes becomes so overgrown with weed as to more properly beconsidered swamp land. To deal with this problem, master summoners are oftencalled here to conjure monsters whose presence in the lake, combined with immenseappetites for anything living, serve to open the waterways again. The moat monstershere are the fearsome Undead Astral Guardians, which are considered practicallyinvulnerable, and the Husks who maintain watch on the mithril-laced battlementsare frequently snapped off their posts by the monster�s reaching jaws.

City of the EyeF1036 128/66 (Darkland Maratasen)Atop the central keep of the city once hung a glowing red and purple eye, symbol ofthe City of Seers. Controlled by the master of the city's coven, the Great Eye wassaid to be able to penetrate the magic of all but a few locations, and so learn theirsecrets. However, the eye was recently stolen by a Half-breed thief, and since thenthe city inhabitants has been bent on killing all half breeds, including those of theDarklands. Still, there are several lesser Eyes in the city which have served theseers well in their thirst for knowledge, and the information they learn of forcesapproaching the Western Dark Lands ensures that the Seers Market receivessubstantial patronage. Somewhat offensively, inhabitants of this city are frequentlyreferred to as �Eye�ties�.

Unflinching, unblinking, the Eye sees all, the Eye watches all. Nothing can escape thegaze of the Eye. Well, that�s what they said, anyway, �til some scoundrel nicked it...

HammerfallF1037 107/77 (Darkland Trolls)The ringing echo of warhammers being forged is a constant accompaniment to life inthis fortress of the Troll Warlock Trogleer. Everything about the city is gearedtowards battle, with the sole exception of the central Bards College, an enclosed areacarpeted with tulip fields and protected by a magic spell of silence that only themusic of harps and the great pipe organ can overcome. The incongruity of thishaven is entirely lost on the Trolls, however, who either simply ignore the place, or,on accidentally entering, seem to have no memory of it when they leave. Beyond thepeaceful environs of the College Park you can find the armouries and fighting guildsof the Troll Tribes, as well as the grim Living Graveyard of the Koros Priesthood,which has made this place a sanctuary and haven of the Undead.

Page 53: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

50

BlackstoneF1038 106/66 (Darkland Bearacks)Ruled over by Rath Bearkiller, perhaps the most hated person in the Lands ofTwilight, the city is perched on the great Blackstone hilltop, its walls shaped to thelikeness of a giant Bearack skull. The walls rise up from the hillside's polished andsharpened ebony crystalline outcroppings, creating an imposing and indeednightmarish visage, reflecting the purple iridescent glows of the BlackcapMushrooms on the hillside below. Inside, the Darkland Bearacks indulge theirrace's penchant for enchantment and gadgetry, as exemplified by the Mithril Anvil,the enchanted smithy of the Darklands. Keen to praise invention, they also punishesoteric and trivial efforts, such as last year's horseless wagon that required oilextract to move it. A fine idea, save that unfortunately for the inventor, he hadoverlooked the Bearacks� other habitual penchant for pipe-weed smoking. Theresulting explosion was not appreciated by the Inspector General as he fired up hispipe, and the inventor was subsequently resurrected just so he could be executedagain later that year.

GrrazzF1039 129/29 (Darkland Halfbreeds)Wreathed in the mists which roll off Mur Lake, the Fortress of Grrazz is animpressive, and largely underground, city. Located upon the largest iron depositavailable in the Darklands, the populace literally pump iron every day, whilst thedeposits may account for the peculiar taste of the water here. An unusual feature ofthe city�s social structure is the tradition of working in pairs, which is incorporatedinto not only physical labour but also business, in a concept known as the KlausenPair, and represented by the city�s dual Market Guilds. In fact, this is the only cityin the Lands of Twilight to boast of two such guilds in the same city. Another oddityis the Black Neck Knight's Guild, which features weight-lifting as part of its joustingtournaments. Presumably either before or after the joust, rather than during it.

Koros PlankF1040 101/7 (Darkland Spawn, Large Husks)Surrounded on three sides by the Barrier Desert, the Koros Plank juts out like aaccusing finger towards the western lands in rude display of the intent of the Korosfollowers. This is also the location of the last reported touching of the ground byKoros himself, as written of in the Chaos Ways of the Great Book. The sanctuary ofboth the undead and the Koros priesthood, the Koros Plank is also a staging groundfor invasions into the northern Wolfin lands to the west, and a major gathering pointfor covert operations against the changelings.

Pillars of OrctoniousF1041 101/28 (Darkland Orcs, Large Husks)Located between the Loch of Norturn and the waters that lead to the Visage Marsh,the city owes its name to the twin-towered fortress of Orctonious. Here DarklandOrc hordes are assembled and sent rampaging west, in the hope of overwhelmingthe enemy by sheer numbers. Meanwhile, inside the fortress the horrendous affrontto taste that is Orc fashion sense is all the rage, with plaids and stripes mixed inassorted arrays of colour, and glowing sequins that have been known to give eventhe best-trained Twilight Coast covert agents a splitting headache. Those few whohave managed to avoid the city�s Dark Minion guards and infiltrate the city. Themain social gathering place for the elite of the city is the Inn of Tonious, with itsever-popular 'All the Elves you can Eat' special on Tuesdays.

Page 54: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

51

KatonF1042 118/51 (Darkland Maratasen/Wolfin/Husks)The fortress of Katon in the Pyramid Hills of central Darkland was the originalbreeding ground of the changeling races. The city's massive Keep is fashioned in theshape of Sphinx, with glowing eyes that face directly west and also slightly turnedinwards, as if either focusing on a province far afield, or simply cross-eyed. Thefortress is home to the Tomb Warriors, that guard the Sphinx Keep and provide thecore of an elite strike force which rides into battle on War Beetles, creatures knownto devour the wounded on the battlefield. Here you will also find the Magic Hall ofthe Changelings, feared by the Werefolk of the central forests and worshipped by thepeople of the Dark Lands with equal fervency.

Evillen MarshtonF1043 122/75 (Darkland Spawn/Halfbreed)The Marsh of Evillen lies on the southern shores of the Whispering Lake, and EvillenMarshton languishes within this marsh. The Dark Legion is trained here, with anemphasis on both attacking walls and moving quickly � though not silently �through terrain of all types. The Dark Legionaries are feared in the west as, unlikemany Darkland forces, they are at home on the grasslands, where their squareformations and strict discipline in battle are in sharp contrast to the berserkleadership that brings them to the battlefield in the first place, the noise of yewjavelins stuck on shields striking fear in the heart of even the bravest foe. Here inMarshton you will also find the Deathstool Temple, shaped, as its name perhapssuggests, like a mushroom, and butt of many jokes which reflect on how full thetemple always appears to be. Well, it would, since there is not mush-room inside.

�Fear the coming of the Dark Land minions, but fear the coming of the Dark Legioneven more. All the savagery, brutality and bloodlust of the Dark Land hordes, but withtraining and discipline. A deadly combination.�Captain Sergei Marasdomo.

Netherkilnborg CitadelF1044 115/61 (Darkland Human/Bearack)The Netherkilnborg Hill holds a special place in the lore of the Darkland. It wassomewhere in these hills that the Netherwell was first opened to the astral plane, inorder to bring forth into this world all sorts of creatures from the astral planes. TheNetherkilnborg Citadel, according to legend, was also home to the SummonerAmster, who closed the Well while under the influence of a spell cast by an unknownpair of twin Light Lords, themselves able to shift temporal planes. For this momentof weakness, Amster was damned by the Dark Lords. A large number of theCitadel�s populace are said to be addicted to the various pipe weeds available at thecity�s underground market, so much so that the markets are known universally asThe Weeds.

Outpost KeepF1045 101/39 (Darkland Troll, Large Husks)As it names implies, this is a fortressed outpost, which looks towards the middleforest mountains of the Maratasen Nomads. Base camp of the Rock Rangers, theinhabitants are in the process of rebuilding its walls following a series of attacks byearth elementals under the control of the Night Panthers, who were barely beatenback, and at great cost to the Outpost�s Rangers.

Page 55: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

52

Other Places of Interest

Coastal Seas21/1 to 41/80A roughly J-shaped body of water off the Twilight Coast. Fairly calm despite shiftingwind patterns, it makes travel from south to north � and indeed north to south �reasonably easy for adept sailors, especially those aided by magic.

Barrier SeaWest of the Coastal SeasThis treacherous and foul area is cursed with shifting barriers and storms surelysent by the Gods themselves. Winds are always blowing from the west, and thosewho try to sail against it, perhaps chasing rumours that Catcotw lies beyond theseas, are doomed to failure at best, and destruction at worst.

Black Swan Lake102/11Running in an almost unnaturally straight line from north to south along theeastern edge of the desert barrier that separates the Darklands from theChangelings' forests, the Black Swan Lake is said to be the birthplace of the Daks,and is certainly a focus of pilgrimages by many of the dying race.

Cross Highlands51/4Shaped in a cross so exact as to have surely been fashioned by unnatural forces, theHighlands are famous for anti-Undead rituals.

Diamond Bear Lake79/65 to 80/64Also called the Water-Bow Lake, due to the semi-precious crystalline formations thatmake up the lake bed, and cause the appearance of a rainbow deep below theiridescent blue waters.

Less Moors51/15These moors are home to small burrowing Vol-like creatures, which somehow notonly travel to adjacent provinces, but seem to take areas of the moors with them,before returning back to their homelands. For no readily discernible reason this is afavourite visiting place for Dwarves, Orcs, Halflings and other short folk, perhaps ofthe opinion that less is indeed moor.

Page 56: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

53

The Northern Scarland73/1The Scarland is a black shale and slate desert region, which under certain weatherconditions seems almost to glow. Bizarrely, at such times anyone lingering in thearea suffers a loss of both hair and appetite, until eventually withering away anddying. More bizarre still is the curse of compulsion which lies over the area, makingall who venture into it obsessed with cleanliness, and also affecting transportbeyond the area. This magic even affects the undead minions of the Darklands,though its influence on Technomages is as yet uncertain.

Skytop Mountains38/72The tallest mountain peaks in the Lands of Twilight are found amongst thissouthern outcropping of mountains, to which the dwarves who live on the southcentral plains mount frequent mining expeditions. The mountains are renowned forthe 'Sky Song Wind' which blows through them, seeming to sing as it caresses thecrevices and peaks. Also amongst the mountains is the Bard's Bane, where it is saidthat a Bard's spirit was thrown to the winds, thus giving them their song.

The Plane of Rain41/77The flat Plane of Rain was at one time surrounded by moors. These have long sincedried, but nevertheless legends regarding them remain, so that local Dwarves stillsing to their children of their ancestors� encounters with the moorish spirits of thearea.

Twin LakesNE and SW of 54/10The Twin Lakes have often served to funnel the invasions of the Pack into Warlocks'Barrier on the central land bridge between the lakes. This natural feature has beenfurther heightened in recent times, after a great spelling by the Academy destroyedthe south east corner of the northern lake so that it now runs to the Coastal Sea inthe north, and cuts off the Pride�s passage north round the Barrier.

Whispering Lake122/68The lake speaks to the dead, or at least, it does according to common folklore of thesouth-eastern Darklands. On its western side there is a great sand bar whichreaches across the lake for several provinces, rising and falling according to noobvious pattern, nor for any clear reason. Some legends make mention of the Ruinsof Song Lake which were supposed to rest on the sand bar, but even if there is anytruth to the tales, certainly no one has found yet them.

Page 57: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

54

Wolf Lake64/13Surrounded by low forested hills, the lake was once known as the Placid Place,before it became a favourite watering hole of the Wolfin. Now the waters echo withthe howls of the Pack, so that even when they are not present the waters seem tohave a restlessness about them, as if dreaming of a return to their quiet slumber ofthe past. Local legend has it that there is a monster in the lake, which surfaces onoccasion to feast on the straying heart. Or possibly hart, which would make moresense, though is, admittedly, rather less romantic.

Catcotw, City of Shadows

It is said that there was never a time when Catcotw was not. And whilst this cannotbe true, certainly it is far older than any Dark Lord fortress or Nether Land hold,and fashioned from hands more skilled than even those of the dwarven craftsmen.As huge as it is ancient, it sprawls across many provinces. Few have journeyedthere, and still fewer returned to tell of it, but still, reports of the creatures whoguard it fuel the nightmares of children and adults alike. Still, it is also said that thecity holds great riches, a wealth of gold and of knowledge, for those brave or foolishenough to seek to penetrate its secrets.

Barrier StreetF1066Guarded by the unusually-named Gold Dragon Norman the Cruel, fortunes are oftenfound here, but just as often lost, unless the finder manages to also find a waythrough the barriers blocking both its entrance and exit.

Ruins of the Polio GroundsF1067Surrounding the Well of the Dead, the ruins are filled with a sense of great � indeed,some say, albeit with lack of proper attention to grammar, giant � sadness, ofmemories of past sicknesses that were once contained here, but have since spreadto other coasts.

Page 58: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Places

55

Ruins of the Boat HouseF1068Under the waters of the Whyte Lake near the centre of the city, the Boat HouseRuins, so it is said, still harbour the guild of a cult given to the worshipping of smallcraft. As one does.

My Darling Lita

I don�t know if you will ever get this, for I doubt that I will survive the night. Perhapsthis is my way of saying good bye. But, if by some slender chance this missive doesreach you, I must do what I can to convey to you the wonders, ay, and the horrors, ofthis place. The City of Shadows is unlike any place I have ever seen, and you knowthat I have seen a great many wonders in my journeys, for have I not written to you ofthem all? The architecture of the city is by turns beautiful, bizarre, and disturbing,often at the same time. There is a cathedral, its towers tall and gilded, its stainedglass sparkling in the light, its spires proclaiming its majesty to all who behold it. Yetnext to it there is a well of blackness, seeming to reach down to the depths of hellitself, and from which you can hear scuffling and soft, barely discerned murmursemanating, punctuated by the occasional scream. Miksa � you remember Miksa? �Miksa, as he walked past this well, was suddenly grabbed by a tentacle of shadow,and was pulled, screaming, into its ebony depths.

Strange creatures, too, stalk the streets. I have seen dragons, huge and glorious,conversing with pixies and sprites. Zombies, vampires and liches fight the living, andeach other, for the Way knows what reason. There is a theory that they serve theancient horrors within the Well of the Dead, or that the Well gives them their powers,but that is only a theory. What isn�t a theory are the screams that continually echofrom the Palaces of the Damned. Not too many people, living or dead, occupy thebuildings around the Palaces, for those screams will certainly drive you mad.

I�m afraid I must go now, my love, for my assistance is required in facing the guardianof the Treasures of Lornsum. Yes, we did discover it, but little good it has done us. Weare now trapped, and the guardian who waits beyond this chamber waits with thepatience of eternity itself, intent on our destruction. Lysa and Cortyr are dead, and I�vealready told you about Miksa. Jonas and I will do our best to escape, but I hold outlittle hope for our survival. So I bid you farewell, my love, and I hope that, somehow,some day, you will come to read these words.

Know that I love you.

Yours in Faith,

Kyrgen

Page 59: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Technomages

56

TechnomagesA huge figure lumbered through the raging battle, squat, misshapen, with a tinyhead atop broad shoulders. As one drew closer, if one was brave enough to chance acloser look, it could be seen to be fashioned from metal, with strange instrumentsand appendages protruding from it that were always in motion, some rotating slowlyto catch and reflect the dim light, others twisting, tentacle-like, as if probing the air.And when, on occasion, the figure chanced to stop, yet more limbs sprouted from it,to drill into the earth, and to shovel up fragments of earth and rock. Then, if onedrew closer still, though few, surely, would risk moving within the questing reach ofits limbs, one might happen to glance within the perfect sphere of the figure�s head,and, therein, see a smaller, more human visage, delicate, feminine, with skin pale asporcelain, traced with a finery of veins.

It moved across the battlefield apparently haphazard manner, pausing here andthere to stoop and peer at objects which appeared to attract her interest. A momentlost in thought, the object disposed of, either discarded or handed to an assistant,then, as though the world depended on it, the figure strode onwards. Ignoring thesurrounding conflict as though none could stand against her, she and her assistantmoved deep into the maelstrom of battle. Magic, and its essence, that was whatdrove her, fuelled both her being and her desire, making her scornful of herenemies. In truth, neither her frail body or the silver-laced suit of armour she worewas ever meant to tolerate the strain of combat. But none dared oppose her, andindeed, it seemed as the tide of battle pulled away from her, combatants anxious notto linger in her path.

Things were not going well, however. She had found almost nothing of essence forseveral months. Perhaps some other dared act against her, stole the pretty trinkets,the sharp and deadly toys that once littered the landscape, before she could takethem for herself. Maybe. Three alone could truly be said to rival her, but they, whenlast she asked the heavens, were far from here. Yet, like her, they could movequickly if pressed. Time perhaps to scry them out once again. Maybe after the nextfield had been searched. Or the next.

Page 60: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Technomages

57

Position DetailsThere are only four Technomage positions available in the game: the RedTechnomage, the Gold Technomage, the Silver Technomage and the BlackTechnomage. These are divided into two opposing alliances with the Red and GoldTechnomages forming: The Light Alliance, and the Black and Silver Technomagesforming the Shadow Alliance.

Each Technomage position has just one starting character (numbers 7,8, 9 and 10).

Each position will own a Location with Legendary Walls and 666 MAR.

Each Location will have a Residence and a Church Guild of their owner�s religion.The castle will have Iron Golem Soldiers with Light Spears.

They each believe themselves to be a God, and indeed, each is allowed to form theirown religion. That religion may not make declarations, but may Rite characters andbe Rited. There is no monthly mana for the religion initially, rather they get theirmana either as an Arcanist, or from what they can generate by Praying in their ownChurch Guilds (which start at strength 20). Their religious spells (30 maximum)may include non-group spells from any arcane in the spell range 1 to 256 and 401to 497, that is not in the discipline of one of their rival Technomages. They mayonly include group spells from their own arcane.

They may also have the Priest Miracles of:Convert Character (294)Resurrect Character (296)Cure Plague-Pox spells (288 and 290).

And they must have:Create Iron Golem Soldiers (1219)

They have no holy symbols or holy Status at the start.

Each Technomage will be a Priest of his own Religion, as well as a Mage of a typespecific to the Technomage:! Red Technomage: Wizard! Gold Technomage: Summoner! Black Technomage: Necromancer! Silver Technomage: Warlock

They have 100 points to distribute as per the normal distribution rules providingthat they spend 58 to purchase the two spell-casting skills.

Each Technomage must have both a Priest and Mage skill of at least 20.

Technomages have -75 to Influence religions 1 to 6, +25 to Influence their ownreligion, and -50 to Influence other Technomages religions and hidden religions.They have no modifier against unbelievers.

They will have a problem training troops, as they have no secondary races except forIron Golems and Large Husks.

Page 61: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Technomages

58

VictoryThe goal of the Technomages is to gather enough of the essence of magic from theworld to allow them to break free of its chains and leave, first by freeing their castleof the land (at the end of the Building Stage), then by leaving the world entirely (atthe end of the Take Off Stage).

Only one can leave.

They gather magic by extracting it from the essence of pieces of the world. Thesepieces are divided into the following categories. Only pieces stored inside their castleat the end of each stage can be used:

Blood! 2 points of essence are gained for every unique item number in the range of 750

to 1500.! 5 points of essence are gained for every character in the range of 1001 to 1200

and 1251 to 5000 who is held as a Prisoner .

Tears! 1 point of essence is gained for every 1000 slaves.! 10 points of essence are gained for every character in the range of 1 to 1000 who

is held as a Prisoner.! 200 points of essence are gained if you control not only your own home, but also

one or more of the other three Technomages� home Locations.

Building StageAt the end of the Building Stage (on the 9th production), the Technomage Alliancewith the most total essence in their home Locations will have their Locationsconverted to Cloud Castles at the cost of all their items and slave population in theLocation. The loser Alliance will be knocked out of the game. Their position assetswill remain.

Of the two remaining Technomages, the one with the highest Blood count will get +6to his Dexterity and PC, and the one with the highest Tears count will get +6 to hisStrength and Tactics.

Take Off StageAt the end of the Take Off stage (on the 15th production), the Technomage with themost essence points achieves victory, and is successful in leaving the world. And soleaves: the character, his Cloud castle, and all its possessions, Guilds, populationand characters directly owned by the Technomage both in and out of the castle willbe gone.

With the winning Technomage�s departure, he is accepted as a god, and his religionbecomes a standard religion of the Lands of Twilight. This religion�s details will becreated by the winning player (in conjunction with the referee).

The player of the losing Technomage will be knocked out, but their position assetswill remain.

Page 62: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Technoknights

59

TechnoknightsFew in number are those brave enough or foolish enough to consider attacking aTechnomage. Yet the Technomages have not survived the passing of the centurieswithout learning caution, and if not fearing the inhabitants of the Lands of Twilight,certainly on finding themselves stranded with limited resources to share, they hadgood reason to fear each other. And so each Alliance fashioned for themselves aTechnoknight. With skin and bone of iron and steel, the Technoknights have beenbuilt with but one purpose, to serve the Alliance which fashioned them. To live, andif necessary to die, in their service.

The Technoknights� Creed

First Law.A Technoknight may not injure a Technomage of its Alliance, or by inaction allow aTechnomage of its Alliance to come to harm

Second Law.A Technoknight must follow the commands given to it by a Technomage of its Alliance,unless those commands conflict with the first law.

Third Law.A Technoknight must act to ensure its own survival, unless so doing will cause it tobreak the first or second law.

Position DetailsThere are two Technoknights in the game, of Iron Golem race (219).

They have 100 points to distribute as per the normal distribution rules, providingthat they spent at least (8+18+10+9= 45) points on Knight 10 Priest 10

One Technoknight is assigned to the Light Alliance, and known as the Knight ofLight, and one to the Shadow Alliance, known as the Knight of Shadows.

Technoknights may never have Arcane skill.

Technoknight AdventuresAll four below adventures require:Be the Knight of Light, before 10th production

2807 Join the RedGain � Religion changed to the Red Religion

Page 63: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Technoknights

60

2808 Join the GoldGain � Religion changed to the Gold Religion

2809 Visit the RedMust not have any tradegoods in possessions.Gain � Teleported to the Red home Location.

2810 Visit the GoldMust not have any tradegoods in possessions.Teleported to the Gold home Location.

All four below adventures require:Be the Knight of Shadows, before 10th production

2907 Join the BlackGain � Religion changed to the Black Religion

2908 Join the SilverGain � Religion changed to the Silver Religion

2909 Visit the BlackMust not have any tradegoods in possessions.Gain � Teleported to the Black home Location.

2910 Visit the SilverMust not have any tradegoods in possessions.Gain � Teleported to the Silver home Location.

VictoryAt the end of the Building Stage (on the 9th production), the Technoknight whoseAlliance survives receives the following:

2 Marks he doesn�t have, 8 Prestige, +5 PC, Priest and Knight

SweatImmediately thereafter, the two Technoknights have the Sweat combat clash with norestrictions (magic et. al. permitted). Following this clash both combatants will befully healed and restored. The winning Technoknight chooses which of theremaining two Technomages he will ally with for the Take Off Stage, with the losingTechnoknight assigned to the other Technomage. Both Technoknights are assignedthe religion of their Technomage, and transported to their Technomage�s Cloudcastle.

At the end of the Take Off Stage, Technoknight of the victorious Technomage is alsoconsidered the winner. The victorious Technoknight leaves with his Technomage,whilst the losing Technoknight is left to rust.

Page 64: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

61

FactionsFor the purposes of building alliances, the game is divided into two phases. In thefirst, Initial Alliances are formed. These are created by the referee (which is to saythat players have no say in who they are in an alliance with). Then, following thebreak-up of these, Formal Factions are declared, which are created by players(which is to say that Faction members are chosen by players).

Technomages and Technoknights may not be members of Initial Alliances or FormalFactions.

During the first two months of play, when Initial Alliances are being formed, playersshould also consider the future Formal Factions, and consider making agreementswith other players. These agreements, however, are neither binding or necessary.

Initial AlliancesInitial Alliances are put together by the referee, not chosen by Players.

However, you may list players whom you do not want to be in Initial Alliance with,either for personal reasons, or because you wish to be in a Formal Faction withthem later in the game. You may also state that you do not wish to be in an InitialAlliance.

Before the second production, all players must submit to the referee the followinginformation by email:

! Player Name! Character Name! Position ID! Position Type (Overlord, Mercenary, Adventurer Party or Hero)! Players they don't want to be in an Initial Alliance with, and the reason why

If a player does not submit this information, they will be placed in an Allianceentirely at random.

During the 3rd month, Initial Alliances will then be created by the referee. TheseAlliances will consist of up to four players of the same set-up type. They will becreated partly randomly, but taking into account players preferences regarding whothey do not want to be in alliance with, and also tailored by the referee to ensurethat the Alliances are evenly balanced.

Each alliance must consist of positions of the same type:all Overlords, all Adventurers, all Heroes or all Mercenaries.

Page 65: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

62

Initial Alliance ClashesOn the 9th production, there will be a series of clashes. One player from eachAlliance should again send the referee an email containing the names of the teammembers, and their Main character ID. They should also include all details relevantto each clash, such as character IDs, statistic levels, Force IDs, number of items,etc.

In combat clashes, empty Forces should be set up with B8 orders setting the slotpositions of the contenders. Clashing characters will be teleported in and out.Characters will be healed, de-stoned and resurrected at the end of any round of aclash. Winners are determined by wounds in the case of draws.

The Overlord Clashes! The alliance whose characters have the most Base Prestige in total gains 3 VPs.! The single Force with the greatest number of unique items (602-3000) gains 2

VPs for their alliance.! The character with the highest Effective Prestige gains 2 VPs for their alliance.

The team with the most VPs gets the following prizes:! 3000 unskilled starting race population.! 333,000 Crowns.

All Main characters in the team get:! A random Mark they don�t have selected from Destiny, Power, Wizardry, Divinity! +1 Action (to maximum of 5).! +8 in all skills.! +2 in Prestige, Tactics, Influence, and Personal Combat.

The Mercenary Clashes! The alliance whose characters (ID 1-1000) have the most Base Tactics in total

gains 3 VPs.! The single Force with the greatest number of unique items (602-3000) gains 2

VPs for their alliance.! The character with the highest Effective Prestige gains 2 VPs for their alliance.

All Main characters in the team with most VPs get:! A random Mark they don�t have selected from Destiny, Power, Wizardry, Divinity! +1 Action (to maximum of 5).! +8 in all skills.! +2 in Prestige, Tactics, Influence, and Personal Combat.! +10 Tactics.! +6 PC.

Page 66: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

63

The Adventurer Clashes! The alliance entering the winning Force in an 8 character per Force combat

clash, gains 3 VPs.! The Alliance with a character (any character) who has the greatest number of

highest Base skills gains 2 VPs (for example: the highest Wizard Base skill, thehighest Sorcerer Base skill, etc.).

! The single Force with the greatest number of unique items (602-3000) gains 2VPs for their alliance.

All Main characters in the team with most VPs get:! A random Mark they don�t have selected from Destiny, Power, Wizardry, Divinity.! +1 Action (to maximum of 5).! +10 in all skills.! +2 in Prestige, Tactics, Influence, and Personal Combat.

In addition each position may gain:! One Secondary character (c201-1000) gains +2 to all skills.! One character receives a Status morph.

The Hero Clashes! The alliance entering the winning Force in an 4 character per Force combat

clash, gains 3 VPs.! The Alliance with a character (ID 1-200) who has the greatest number of highest

Base skills gains 2 VPs (for example: the highest Wizard Base skill, the highestSorcerer Base skill, etc..).

! The single Force with the greatest number of unique items (602-3000) gains 2VPs for their alliance.

All Main characters in the team with most VPs get:! A random Mark they don�t have selected from Destiny, Power, Wizardry, Divinity.! +1 Action (to maximum of 5).! +10 in all skills.! +2 in Prestige, Tactics, Influence, and Personal Combat.

In addition each position may gain:! One Secondary character (c201-1000) gains +2 to all skills.! One character receives a Status morph.

The Covert ClashesOn the same day as the Initial Alliance clashes there will also be other clashes forthieves, rumourmongers and spies. Characters ID 1-1000 may enter, with only onefrom each position in each category. Entrants should calculate their chances/skillrank and submit them in the email to enter.

! The character with the theoretically highest steal (c12 order) percentage wins +1Action, +8 Prestige and a Mark of Destiny. Small prizes may also be rewarded forworthy runners-up.

! The character with the highest effective Rumourmonger skill wins +2 Actionsand +8 Prestige. Small prizes may also be rewarded for worthy runners-up.

! The character with the theoretically highest Spy (c4 order) percentage wins +1Action, +8 Prestige and a Mark of Fate. Small prizes may also be rewarded forworthy runners-up.

These clashes are not connected with any other clash or system, rather they are justfor fun and to promote these frequently less-chosen abilities. Prizes may also beadjusted to better suit a winner on request.

Page 67: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

64

Formal FactionsFollowing the Initial Alliance clashes, players then have one month to create and joinFormal Factions of up to eight players in each. No secret agreements made earlier inthe game are binding.

In addition to these eight members, each Faction may also have a ninth member,who must be an Apprentice. This will both increase the Faction�s size, and improveits chances of victory. However it is expected that the Apprentice player will receiveexcellent mentoring and advice in exchange for this...

No player may be in the same Faction as one of their team-mates in an Initial Alliance.

If, then, a player did not join an Initial Alliance, they are therefore free to join anyFormal Faction they wish.

Lone WolvesPlayers who do not wish to join one a Faction may elect to become Lone Wolves.They will attempt to win on their own, possibly aided by an Apprentice Clanposition. In order to become a Lone Wolf, it is necessary to complete the followingadventure:

Adventure 2666May not be in a Faction. Month 10 only. May not be a Technomage or Technoknight.Gain title 2666 Chaos LordGain +3 Actions up to a maximum of 5.Target Main from Apprentice Clan gets +3 Actions up to a maximum of 5 and title2667 Lone Wolf Apprentice

A Lone Wolf does not have to target an Apprentice Clan when performing thisadventure, and can work entirely on their own. However, if a player does make aLone Wolf Apprentice, they should look after that Apprentice for the rest of thegame.

Lone Wolf titles prohibit entry into a Faction.

Page 68: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

65

Formal Alliances Clashes and VictoryEvery 6 months following the beginning of the Second Phase, ten clashes will occur,in the order that they are listed below.

Any Faction or Lone Wolf (and Apprentice if allied to a Faction or Lone Wolf) whowins six of these ten clashes immediately claims Victory.

To clarify, this victory system is based on the so called 'snapshot' method. On theday of the clashes, if a Factional Victory is completed, a win is immediately declared.There is no time component or delay.

Each Faction may submit one entry to each clash. There is no rule prohibiting Heropositions from entering a population- or soldier-based clash, nor to stop an Overlordposition submitting an entry for the Individual clash.

You must enter a clash in order to compete in it.

No character may be involved in more than one combat clash (Force, Hero, Party).Characters who are dead or stoned may not compete. You may not submit anentrant who is only under your control due to a charm, geas or summoning. Youmay submit an entrant who is currently under someone else's control due to acharm or geas.

Clash One � Largest Single PopsegThis is based on total amount of population in a single popseg in a Force owned by afaction member.

Clash Two � Strongest Single Slot of SoldiersThis is based on calculated slot Attack Factor (soldier CF x relevant AF x soldieramount). Terrain, racial hatred, random factor, fortifications, spells, sanctuary,ships, tactics are NOT included. The 500% AF cap is included.

Clash Three � Legion ClashThis is a combat clash. Competitors provide a Legion ID, detailing slot commanderswho must already be in the legion and must also belong to the faction. On clash day,that legion is teleported to a random clash location. The legions fight in a knock out.Soldier numbers are replaced at the end of each round (and after the clash).Characters are healed and revived at the end of each round. The characters who areslot and overall commanders may cast battle spells.

Clash Four � Greatest SkillsEach Faction entering lists the highest BASE rank any character they control hasreached in each of the 24 skills. They also list the ID of the character. The Factionwhich has the most 'highest skill ranks' will win. Rumourmonger, then any covertskill, will break ties.

Clash Five � Most Major Forces (#1000-1050) OwnedThe Faction which controls the greatest number of Forces ID 1000-1050 wins. Mostodd numbered Forces breaks ties, then highest ID Force.

Page 69: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Factions

66

Clash Six � Most Unique Items (#602-3000) In One PlaceForce possessions, Guild possessions or character possessions. Duplicates of anyitem do not count. Highest item ID breaks ties.

Clash Seven � Individual ClashEach Faction may submit one character (which does not have to be an E class). Anempty Force, set up, should also be provided. Characters will be teleported to aclash location. Characters will be healed, resurrected and cured after each round ofthe clash (and afterwards). Characters may use spells.

Clash Eight � Party ClashEach Faction may submit eight characters. An empty Force, set up, should also beprovided. Characters will be teleported to a clash location. Characters will be healed,resurrected and cured after each round of the clash (and afterwards). Charactersmay use spells.

Clash Nine � Location ControlControlling any four Twilight Locations (1001-1015) and any four Werefolk Locations(1016-1030) and any four Dark Locations (1031-1045). If more than one Factionfulfils these criteria, the bar is raised to five Locations in each of the threecategories. Then six and seven. Most even numbered Forces breaks ties, then lowestID Force.

Clash Ten � Cloud Castle ControlControlling one more Cloud Castle than any other Faction. If two Factions controlthe same number of Cloud Castles, this VC cannot be won.

Page 70: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

67

AdventuresAll adventures in this module refer to base skills and statistics, not including anybenefit gained from bless, Status, familiar and equipment.

Any requirement for items demands that they be in the sponsor's possessions, notequipped, nor in the Force.

All adventures may be done 200 times unless otherwise specified.

Many adventures require captured characters. These are almost always 'consumed'in some way. This will remove the prisoner from the sponsor's ownership andrelocate the prisoner.

Page 71: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

68

Any character (ID 1-1000) may Only do One of thebelow adventures2600 Lord and MasterHave Prestige 10; Influence 10. Be in target Force.Gain � 3 Prestige and 3 Influence. Target Force gains 150 SEI and +4 to allfortifications.Lose � 2 Strength, 2 Constitution

2601 Knight of the RealmHave PC 15. Do not have an Arcane skill or Priest. Target an empty Force slot in thesame province.Gain � 5 Beserker; 5 Knight; 5 Swordmaster; 5 Axemaster; 5 Bowmaster; 5 Ranger.Gain 35 Half Breed Level 9 Knights.

2602 Pious WorshipperHave Priest 15. Do not have a skill 19-24.Gain � 5 Priest. Province gains 1 mithril production.

2603 Master MagicianHave any Arcane 15, with 10,000 Crowns.Gain � 3 Arcane. Province gains +3 mana recovery.Lose � 5,000 Crowns.

2604 Dastardly MachinatorHave Stealth 10 and Dexterity 20Gain � 5 Assassin, 5 Thief, 5 Stealth, 5 Dexterity and 5 Spy. Gain the condition �life�.

2605 Super HumdrumHave PC 20Gain � 8 Admin, 8 Rumourmonger, 8 Merchant and 8 Bard.

2606 Local Heart-throbGain � 3 Influence and 5 Beauty.

2607 Brawny BasherGain � 3 PC; +2 to all skills 19-24

2608 BookwormGain � 3 Arcane; 3 Priest.

2609 HumdrumGain � 3 Admin, 3 Rumourmonger, 3 Merchant and 3 Bard.

Page 72: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

69

Any character (ID 1-1000) may do Each of the belowadventures OnceID Title Requisite Gain2701 Wonderous Wizard Wiz 45 6 Prestige; Mark of Wealth; 10 Spy;

10 Bowmaster,2702 Serious Sorcerer Sor 45 6 Prestige; Mark of Evil; 10 Stealth;

10 Ranger2703 Illustrious Illusionist Ill 45 6 Prestige; Mark of Honour; 10 Thief;

10 Bard2704 Nefarious Necromancer Nec 45 6 Prestige; Mark of Cruelty; 10 Merchant;

10 Assassin2705 Super Summoner Sum 45 6 Prestige; Mark of Fate; 10 Rumourmonger;

10 Axemaster2706 Seer Supreme See 45 6 Prestige; Mark of Good; 10 Admin;

10 Stealth2707 Wily Warlock War 45 6 Prestige; Mark of Destiny; 10 Swordmaster;

10 Thief2708 Excellent Enchanter Enc 45 6 Prestige; Mark of Power; 10 Knight;

10 Merchant2709 Dynamic Druid Dru 45 6 Prestige; Mark of Glory; 10 Beserker;

10 Spy2710 Perfect Priest Pri 45 6 Prestige; +1 Action;

20 Rumourmonger2711 Beautiful Bard Bar 30 6 Prestige; Mark of Wealth; Mark of Fate;

Mark of Honour2712 Aggressive Assassin Ass 30 6 Prestige; Mark of Evil; 10 Necro; 10 Seer;

10 Druid2713 Stellar Spy Spy 30 6 Prestige; 10 Tactics; 10 Arcane; 10 Priest

+1 Action2714 Splendidly Stealthy Ste 30 6 Prestige; Mark of Divinity;

15 Influence2715 Troublesome Thief Thi 30 6 Prestige; 10 PC; +1 Action; 10 Sorc;

10 Summ; 10 Enchanter2716 Munificent Merchant Mer 30 6 Prestige; 800,000 Crowns;

Mark of Wealth2717 Ranting Rumourmonger Rum 30 6 Prestige; 20 Wizard; 20 Illu; 20 Warlock;

10 Rumour2718 Adamant Admin Adm 30 6 Prestige; +1 Action; 10 Assassin;

15 Dex2719 Brutal Beserker Bes 45 6 Prestige; 10 Axemaster; 5 PC;

10 Rumour2720 Knoble Knight Kni 45 6 Prestige; 10 Swordmaster; 5 PC;

10 Spy2721 Swashbuckling Sword Swo 35 6 Prestige; 10 Tactics; Mark of Wizardry;

5 Influence2722 Articulate Axeman Axe 35 6 Prestige; 10 Tactics; Mark of Wizardry; 18

Con2723 Bowmaster Brilliante Bow 35 6 Prestige; 10 Tactics; Mark of Wizardry; 6

Merchant2724 Roaming Ranger Ran 45 6 Prestige; 10 Bowmaster; 5 PC;

10 Admin

Page 73: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

70

Any character (ID 1-1000) may do Each of the belowadventures Once2750 Bounty HunterHave Ranger 25, Stealth 10. Be in Whitehall 1000. Have a captured PlatinumDragon (332). Have a Warlionphant, 30 silver, 30 soft materials, 30 meldorian inpossessions.Gain � Mark of Fate, 1 Action, 12 Prestige, 6 PC. The Dragon will be removed.

2751 Moon ChildBe Female in Forest terrain. Have Druid 25, Bowmaster 15, 10 Influence, Mark ofPower. Target an empty slot in a Force in the province. Do not have an UndeadStatus or an Evil religion.Gain � Master Werelord Status (1808), 1 Action, Mark of Wizardry, 5 level 60 MasterWerelord Ent soldiers. 5 Prestige.

2752 SenseiBe Male in Lakeside (1006). Have 50 PC, Warlock 10. Have a Power 4 Elven Bow(108), a Power 4 Dwarven Axe (109), a Power 4 Troll Hammer (110), a Power 4Mithril Sword (111), and a Power 4 Mithril Axe (112). Do not have a Religious Status.Gain � Mark of Battle, 1 Action, 12 Prestige, 12 Warlock.

2753 LoremasterBe in Green Point (1017). Have Enchanter 25, Spy 10, Influence 10. Must knowRunecraft (spell 211).Gain � Mark of Wealth, 1 Action, 10 Spy, 10 Influence. 5 Prestige.

2754 StrickenBe in a sea province. Have Necromancer 25, Assassin 10. Must have Pox, BlackDeath, Mandra poisoning and Belladon poisoning. Must be any variety of deadexcept laid to rest. Must worship an Evil religion.Gain � Mark of Divinity, 1 Action, 12 Prestige, 6 PC, 3 Str, 3 ConNote � not cured of afflictions

2755 The OneBe in Hammerfall (1037). Have Illusionist 25, Beserker 1, Swordmaster 1, Influence10, Mark of Destiny. Must have an Other Status.Gain � Mark of Fate, 1 Action, 12 Prestige, 15 Beserker, 15 Swordmaster, 3 Dex.

2756 Lost ChildBe in a province from (100,1)-(130,30). Must have a Lycanthrope Status. HaveBeserker 25, Merchant 10, Beauty 15.Gain � Mark of Good, 1 Action, 10 Beauty, 10 Merchant. Learn Word of Summoning(spell 135). Status is removed. 5 Prestige.

2757 Hand of the MasterHave 15 Tactics, Priest 10, Strength 15. Have a Religious Status. Have a Prisonerwith an Undead Status. Be in your Force containing target slot of NetherworldStatus soldiers.Gain � Mark of Glory, 1 Action. Slot of soldiers gain Magic Mithril Swords (44) andKnight (379) training type. 5 Prestige.

Page 74: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

71

2758 The WandererBe at (130,80) in an odd numbered month. Have Thief 25, Ranger 10, Dex 20. Have1000 tradegoods from North Beach (1001) in your possessions.Gain � Mark of Wealth, 1 Action, Boots of Running item 2758, 200 point Charm ofMovement on target Force (need not be present). 5 Prestige.Trade goods are consumed.

2759 The OracleBe in City of the Eye (1036). Have Seer 25, Knight 10, Mark of Destiny. Have items700,800,900 and 1000 in your possessions.Gain � Mark of Fate, 1 Action, control of character 2759, �Oracle�s Eye� until theadventure is next completed. 5 Prestige.

2760 Eye of the MasterBe in City of Whales (1002). Have Sorcerer 25, Bowmaster 10. Have captured acharacter 1-200.Gain � Mark of Power, 1 Action, acquire �Demi-God� (348) Status. 5 Prestige.The prisoner is consumed.

2761 Wolf�s ClawBe a male character with Axemaster 25, Stealth 10. Have a Lycanthrope Status.Possess target popseg with Wolfin (race 258) pop.Gain � Mark of Evil, 1 Action, 3000 additional Wolfin unskilled in the popseg.Acquire Master Werelord Status. 5 Prestige.

2762 Eye of the StormHave Warlock 25 and Spy 10. Have an Undead Status and an Evil religion. Have acaptured character with Warlock skill. Do not have a skill 19-24.Gain � Mark of Cruelty, 1 Action, Two Storm Gloves (2762) 5 Prestige.

2763 Lord of Orbs and Lady of StavesHave Summoner 25, Admin 10 and Tactics 10. Have a Mark of Divinity. Have acaptured character 1250-1299.Gain � Mark of Wizardry, 1 Action, 10 Seers crystals, 10 staves of spells. 5 Prestige.Prisoner is consumed.

2764 RiddlerHave Rumourmonger 25, Illusionist 10, be in Barren Mountains. Have a Holysymbol for each religion 1-5.(581) (582)(583)(584)(585)Gain � Mark of Divinity, 1 Action, +10 mana recovery in the province. 5 Prestige.

2765 Messenger of the FatesHave Influence 25, Swordmaster 10, 15 PC. Be in �undead hating� Preyppertorc(1011). Have an Undead Status. Do not worship an Evil religion.Gain � Mark of Good, 1 Action, 10 Influence, 5 Prestige.

2766 Sword ExemplarHave Swordmaster 25, Priest 10. Be in Serpentine�s Wash (1024). Have an OtherStatus. Have captured a monster race (ID300-350) which has an Undead Status(373)Gain � Mark of Battle, 1 Action, 3 Blue dragon mounts (2766), 5 Prestige

Page 75: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

72

2767 Night WatcherHave Spy 25, Wizard 10, be in any province 130. Have an Evil religion. Have 10Wizards staves (115). Be in a Force with a target empty slot.Gain � Mark of Evil, 1 Action, Target slot gains 50 Level 10 Netherworld HumanOutcast Assassins with poison weapons.

2768 Night CrawlerHave Assassin 25, Con 30, without Undead StatusBe in Hellsgate(1034), with 1 mandra and 1 belladona.Gain � 1 Action, Mark of Cruelty, become poisoned (both types), Zombie Lord Status(484).

2769 Large Diamond HeistHave Strength 35, Thief 10, be in Diamondback Clan (1030) with a Holding Box(980)Gain � 1 Action, Mark of Wealth, 800 Precious Gems (417), 10 Thief, 5 Prestige

2770 Black MarketeerHave Merchant 25, Con 15, Stealth 15, Evil religion,Be in Lakeside (1006) in an even numbered month, spend 100,000 CrownsGain � 1 Action, 10 Flying Carpets (580), 5 Prestige and a Mark of Fate

2771 Wizard in chainsHave Wizard 25, Merchant 10 and a Prisoner (1-1000) who is a WizardBe in Blackpool (1031)Gain � 1 Action, 5000 human slaves (261), 5 Prestige and a Mark of EvilPrisoner is consumed

2772 Chivalrous ChorusHave Bard 20, Knight 20, Male, with a Prisoner (in range 201- 1000) of religion 6Gain 1 Action, Mark of Honour, 10 Knight, 10 PCPrisoner is released. You must contact your referee if you enact this adventure toorganise the release.

2773 Beautiful TacticsHave Beauty 25, Tactics 10, 10000 IronBe in a Force in a desert province with target slot containing 1000 naked troops (unequipped, no Status, no training type)Gain 1 Action, 10 Tactics , Mark of Power, 5 Prestige, target slot becomes 100 wellequipped Iron Golem troops

Page 76: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Adventures

73

2774 Engineering MiracleHave Admin/Eng 25 Priest 10, 500,000 by-products 500,000 soft materials. Be in aLocation.Gain � 1 Action, 5 Prestige and the Location gains 500 Legendary walls MAR 100.

2775 Knight of the ForestHave Knight 25, Druid 15, in forest. Have 50 Silverleaf, 50 Meldorian, 50 Asarum,50 Cinderoak, 50 Ginger Root.Gain � 1 Action, 5 Druid, 5 Prestige. Province becomes heavy forest and gains 1production of each resource type.Lose � 50 Silverleaf, 50 Meldorian, 50 Asarum, 50 Cinderoak, 50 Ginger Root.

2776 Crusade of WasteBe Priest 25 of an Evil Religion, Axemaster 10, with 50 Mithril Axes and Mark ofEvil. Be in a Heavy Forest.Gain � terrain becomes Barren. Gain 10000 lumber, Mark of Destiny, 1 Action.Lose � 50 Mithril Axes.

2777 TrueshotHave Bowmaster 25, Good religion, no Arcane skill, no Priest skill, an Other Statusand be in City of Whales (1002)Gain � Power 7 bow, Mark of Good, 1 Action, 5 Prestige.

Page 77: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Setup

74

Setup

PositionsThe following starting positions are allowed in Lands of Twilight:

TechnomagesOnly four are allowed in each game � contact the referee if you wish to play one ofthese to see if any are available.

TechnoknightsOnly two are allowed in each game � contact the referee if you wish to play one ofthese to see if any are available.

Twilight OverlordsThese are Overlord positions, and must be of Twilight Races.The GM will balance the amount of players allowed to run this position.

Twilight MercenariesThese are Mercenary positions, and must be of Twilight Races.The GM will balance the amount of players allowed to run this position.

Iridescent Overlord (Nomad Camps)These are Overlord positions, of Maratasens, Wolfin or Bearacks only.The GM will balance the amount of players allowed to run this position.

Iridescent Mercenary (Nomad Camps)These are Mercenary positions, of Wolfin, Maratasen or Bearack only.The GM will balance the amount of players allowed to run this position.

Dark LordsThese are Overlord positions, and followers of Koros. One of your secondarycharacters (201-1000) may be a priest/mage.The GM will balance the amount of players allowed to run this position.

Dark Knight MercenariesThese are Mercenaries positions, and followers of Koros. They must start with theKnight Skill Level 10 and be a Dark Lord Race.The GM will balance the amount of players allowed to run this position.

Adventure Parties and HeroesAny race, the GM will not balance or restrict these positions.

Page 78: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Setup

75

RestrictionsAll characters in a position must be of the same religion, except for Adventurer andHero positions, whose characters, wanderlust overcomes such distinctions of bothsociety and religion.

It is recommended that Glowing Way Priests be female.

Players may not request to be set up in specific locations. Instead, Dark Lords andtheir Koros supporters will generally be in the far east mountains and hills, the Prideand Pack (Maratasen and Wolfin) will be in the central woods, and the TwilightPeoples will be along the western coast. For heroes and adventurers, races 201 to220 will be set up with the Twilight Peoples, races 221 to 240 in the Darkland East,and races 241 to 259 in the central great forests.

Racial Details

InfluenceThe three main groups of races are:

! Twilight Peoples of the Nether Lands (201 to 220)! Dark Lands Peoples (221 to 240)! WereFolk of the Iridescent Forests (241 to 259).

The range of influence modifiers will vary from game to game, but will generally fallwithin the following ranges:

! Same group -25 to -75! Outside group -50 to -999

On the whole, the same races in different groups will have smaller modifiers.

The default modifier is -300.

Page 79: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Setup

76

Setup CompatibilityNote that where a Main has �none� as a secondary, this means none other than theirown race as a secondary.

* Hero or Adventurer party only.

**Darkland Races all have Dark Land Husks as secondaries to allow for training atmaximum rate, but none may take a Husk as a character

Mains Secondaries Hated

Twilight Peoples201 Human Outcast: 204 Dwarf Outcast, 210 Half Breed, 216 Grey Elf any Orc, Maratasen, Troll, Wolfin202 City Orc 216 Grey Elf, Darkland Orc, 242 Orc Nomad any Human, Elf , Dwarf203 Elf Outcast 210 Half Breed, 216 Grey Elf any Orc, Maratasen, Troll , Wolfin204 Dwarven Outcast 201 Human, 213 City Bearack, 216 Grey Elf any Orc, Maratasen, Troll, Spawn205 City Dak* none any Human, Maratasen, Troll206 City Maratasen* 213 City Bearack, 218 City Wolfin, 246 F. Maratasen any human, Troll, Dak, Centaur207 Saurian 201 Human, 216 Half Elf none210 Half Breed 201 Human, 203 Elf, 216 Grey Elf none213 City Bearack* 204 Dwarf, 253 Bearack Roaman Darkland Bearack, any Orc, Troll215 Halfling* none any Orc, Troll, Spawn216 Grey Elves 201 Human, 203 Elf, 210 Halfbreed none218 City Wolfin* 258 Wolfin any Human, Elf, Grey Elf, Spawn

Dark Lands Peoples**221 Darkland Human 222 D. Orcs, 228 D. Trolls 203 Elves, 246 Maratasen, 258 Wolfin222 Darkland Orc 221 Human, 226 D. Maratasen, 228 D. Troll 201 Human, 203 Elf, 204 Dwarf,223 Darkland Elf 221 D. Human, 240 D. Spawn 201 Human, 246 F. Maratasen,

258 Wolfin, 204 Dwarf224 Darkland Dwarf 221 D. Humans, 238 D. Wolfin 203 Elves225 Darkland Dak* none none226 Dark. Maratasen 222 D. Orc, 228 Troll any Centaur, 203 Elf, 201 Human228 Darkland Troll 222 D. Orc, 221 D. Humans 203 Elf, 246 Maratasen, 253 Bearack230 Darkland Halfbreed 221 D. Humans, 223 D. Elves none231 Cave Ogre none all Human, Orc, Elf, Dwarf233 Darkland Bearack 226 D. Maratasen, 238 D. Wolfin 253 Bearack Roaman238 Darkland Wolfin 224 D. Dwarf, 226 D. Maratasen 201 Human, 241 Human,

246 Maratasen, 253 Bearack240 Darkland Spawn 222 D. Orc, 228 Troll none

Folk of the Iridescent Forests241 Human Nomads* 243 W. Elf, 244 Lost Dwarf, 255 Halfling any Wolfin,, Maratasen, Orc243 Wandering Elf* 241 Human N., 255 Halfling, 250 Halfbreed N any Orc, Troll,, Spawn244 Lost Dwarf* 241 Human, 253 Bearack, 255 Halfling any Orc, Troll, Spawn245 Free Dak* none any Human, Maratasen, Troll246 Forest Maratasen 253 Bearack, 258 Wolfin any Human, Troll247 Saurian* none none250 Half Breed Nomad* 241 Human N, 243 W. Elf, 244 Lost Dwarf none

253 Bearack Roaman 204 Dwarf, 244 Lost Dwarf, 246 Maratasen 233 D. Bearack, any Troll, Orc, Spawn255 Halfling Nomad* none any Orc, Troll, Spawn258 Wolfin 246 Maratasen any Human, Elf, Troll, Grey Elf

! Half Breed Nomads are not recommend for Overlord or Mercenary positions,though they are not prohibited

Page 80: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Setup

77

ApprenticesPlayers who have never played Legends before may set up as an Apprentice. Theymay perform the following adventure:

2400 Don�t Hit Me!Be a Main character (ID 1-200)Gain � Apprentice Status (ID 2401), +1 Action, healing potions and poison cures,and the title 'Don't Hit Me!' (2400). (This will be removed if the player joins a FormalFaction.)May be done once per character.

The Apprentice Status has a very good first rung, including a good bonus toInfluence. It morphs quite easily, but the improvements are not that impressive.Apprentices who get the hang of statuses may decide at some point to overwrite theirStatus with another. The Apprentice Status is very easy to overwrite.

The 'Don't Hit Me!' Title gives -50 Prestige.

Page 81: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Guilds

78

GuildsThe following are a selection of the higher-profile Guilds in the Lands of Twilight.

MagiWhitehallNorthbeachThesorockliPreyppertorcGrestonWarlock' BarrierWolftonThe HowlingBearzacborneSilver RidgeBlackpoolSzarc MarAstraliaCity of the EyeBlackstoneGrrazzKatonNetherkilnborg

AssassinsCity of WhalesCity of OrclandPreyppertorcDiatonThe HowlingTransha'sTasenguardCity of the EyeBlackstoneKoros Plank

ThievesWhitehallCity of OrclandNapotonAndortonPreyppertorcRostorcWolftonTransha'sWestgateVisage Marsh

MerchantsNorthbeachNapotonPreyppertorcDiatonThe HowlingTransha'sWestgateBearzacborneClawzac CastletonBlackpoolAstraliaGrrazzKaton

RangersNorthbeachGwenbrookGrestonWarlock' BarrierWolftonGreen PointTransha'sTasenguardSerpentine's WashSzarc MarHellsgateHammerfallKoros PlankPillar of OrctoniousEvillen MarshtonOutpost Keep

KnightsWhitehallNorthbeachCity of OrclandNapotonThesorockliWarlock' BarrierThe HowlingTransha'sTasenguardWestgateClawzac CastletonBlackpoolHellsgateHammerfallGrrazzPillar of OrctoniousNetherkilnborg

BardsLakesideRostorcTransha'sSilver RidgeHammerfallKaton

AlchemistsNorthbeachAndortonPreyppertorcGreen PointWestgateSerpentine's WashBearzacborneVisage MarshEvillen Marshton

Page 82: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Guilds

79

InnsWhitehallNorthbeachAlbanySandy CoveLakesideGwenbrookAndortonPreyppertorcRostorcWolftonGreen PointThe HowlingTransha'sTasenguardWestgateSerpentine's WashBearzacborneSilver RidgeClawzac CastletonSzarc MarHellsgateCity of the EyeBlackstonePillar of OrctoniousNetherkilnborgOutpost Keep

Tourneys/FairsSandy CoveWarlock' BarrierGreen PointTransha'sSerpentine's WashSilver RidgeCity of the EyeBlackstone

ChurchesIlluniWhitehallNorthbeachAlbanyWarlock' Barrier

PanthuWhitehallAlbanySandy CoveAndortonDiatonTransha's

The Glowing WayAlbanyWolftonGreen PointThe HowlingTransha'sTasenguardWestgateClawzac Castleton

KorosCity of OrclandPreyppertorcSzarc MarVisage MarshHellsgateAstraliaHammerfallKoros PlankKatonEvillen Marshton

The Fire CultCity of WhalesAlbanyLakesideGwenbrookThesorockliDiaton

Manus NocheUnknown

MarketsCity of WhalesNapotonPreyppertorcGrestonDiatonGreen PointWestgateBearzacborneBlackpoolCity of the EyeHammerfallGrrazzNetherkilnborg

Page 83: Harlequin Games Presents · The Twilight Crusade Table of Contents Contents Introduction Œ 1 The Nether Lands, The Dark Lands The Iridescent Forests, The Technomages Races Œ 4

The Twilight Crusade Module Locations Overview

80

Module Locations Overview

Force ID Force Name ProvinceOwnerID

Race of MainPopulation

Pop. RaceNumbers

1000 Whitehall 40 / 44 1000 Human Outcasts 2011001 North Beach 46 / 7 1001 Elven Outcast 2031002 City of Whales 26 / 67 1002 Human Outcasts 2011003 Albany 52 / 18 1003 Half Breed 2101004 City of Orcland 43 / 25 1004 Grey Elf 2161005 Sandy Cove 44 / 35 1005 Half Breed 2101006 Lakeside 48 / 52 1006 City Dak 2051007 Gwenbrook 45 / 58 1007 Human Outcasts 2011008 Napoton 39 / 68 1008 Dwarven Outcast 2041009 Andorton 29 / 76 1009 Dwarven Outcast 2041010 Thesorockli 46 / 79 1010 Dwarven Outcast 2041011 Preyppertorc 46 / 67 1011 City Orc 2021012 Rostorc 55 / 72 1012 City Orc 2021013 Greston 61 / 7 1013 Grey Elf 2161014 Diaton 52 / 33 1014 Grey Elf 2161015 Warlocks' Barrier 54 / 10 1015 Elven Outcast 2031016 Wolfton 67 / 15 1016 Wolfin 2581017 Green Point 74 / 10 1017 City Wolfin 2181018 The Howling 89 / 13 1018 Wolfin 2581019 Claw Lake Pack 69 / 29 1019 Wolfin 2581020 Red Wolf Pack 79 / 30 1020 Wolfin 2581021 Transha's 68 / 39 1021 City Maratasen 2061022 Tasenguard 86 / 31 1022 Forest Maratasen 2461023 Westgate 67 / 51 1023 Forest Maratasen 2461024 Serpentine's Wash 87 / 56 1024 Forest Maratasen 2461025 Larzin Pride Camp 94 / 59 1025 Forest Maratasen 2461026 Bronze Pride Camp 75 / 60 1026 Forest Maratasen 2461027 Bearzackborne 62 / 64 1027 Bearack Roaman 2531028 Silver Ridge 80 / 78 1028 Bearack Roaman 2531029 Clawzac Castleton 91 / 69 1029 Bearack Roaman 2531030 Diamondback Clan 80 / 66 1030 Bearack Roaman 2531031 Blackpool 111 / 11 1031 Darkland Humans 2211032 Scorz Mar 122 / 22 1032 Darkland Orc 2221033 Visage Marsh 111 / 33 1033 Darkland Elf 2231034 Hellsgate 130 / 44 1034 Darkland Dwarf 2241035 Astralia 107 / 55 1035 Darkland Humans 221, 2291036 City of the Eye 128 / 66 1036 Darkland Maratasen 2261037 Hammerfall 107 / 77 1037 Darkland Troll 2281038 Blackstone 106 / 66 1038 Darkland Bearack 2331039 Grrazz 129 / 9 1039 Darkland Half Breed 2301040 Koros Plank 101 / 7 1040 Darkland Spawn 240, 2291041 Pillars of Orctonious 101 / 28 1041 Darkland Orc 222, 2291042 Katon 118 / 51 1042 Darkland Maratasen 226, 238, 2291043 Evillen Marshton 122 / 75 1043 Darkland Spawn 240, 2301044 Netherkilnborg Citadel 115 / 61 1044 Darkland Humans 221, 2331045 Outpost Keep 101 / 39 1045 Darkland Troll 228, 2291066 Barrier Street ??/?? 1066 ??? ??1067 Polio Grounds Ruins ??/?? 1067 ??? ??1068 The Boat House ??/?? 1068 ??? ??